radeonsi/gfx10: simplify a streamout loop in gfx10_emit_ngg_epilogue
[mesa.git] / src / gallium / drivers / vc4 / vc4_context.c
index 974df8a1da2b435cef7a0f8104f069c53a160144..94969dcb133b447e965e5bfa303918115ad1be38 100644 (file)
@@ -42,7 +42,6 @@ vc4_flush(struct pipe_context *pctx)
 {
         struct vc4_context *vc4 = vc4_context(pctx);
 
-        struct hash_entry *entry;
         hash_table_foreach(vc4->jobs, entry) {
                 struct vc4_job *job = entry->data;
                 vc4_job_submit(vc4, job);
@@ -59,13 +58,44 @@ vc4_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
 
         if (fence) {
                 struct pipe_screen *screen = pctx->screen;
+                int fd = -1;
+
+                if (flags & PIPE_FLUSH_FENCE_FD) {
+                        /* The vc4_fence takes ownership of the returned fd. */
+                        drmSyncobjExportSyncFile(vc4->fd, vc4->job_syncobj,
+                                                 &fd);
+                }
+
                 struct vc4_fence *f = vc4_fence_create(vc4->screen,
-                                                       vc4->last_emit_seqno);
+                                                       vc4->last_emit_seqno,
+                                                       fd);
                 screen->fence_reference(screen, fence, NULL);
                 *fence = (struct pipe_fence_handle *)f;
         }
 }
 
+/* We can't flush the texture cache within rendering a tile, so we have to
+ * flush all rendering to the kernel so that the next job reading from the
+ * tile gets a flushed cache.
+ */
+static void
+vc4_texture_barrier(struct pipe_context *pctx, unsigned flags)
+{
+        vc4_flush(pctx);
+}
+
+static void
+vc4_set_debug_callback(struct pipe_context *pctx,
+                       const struct pipe_debug_callback *cb)
+{
+        struct vc4_context *vc4 = vc4_context(pctx);
+
+        if (cb)
+                vc4->debug = *cb;
+        else
+                memset(&vc4->debug, 0, sizeof(vc4->debug));
+}
+
 static void
 vc4_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
 {
@@ -105,8 +135,22 @@ vc4_context_destroy(struct pipe_context *pctx)
         pipe_surface_reference(&vc4->framebuffer.cbufs[0], NULL);
         pipe_surface_reference(&vc4->framebuffer.zsbuf, NULL);
 
+        if (vc4->yuv_linear_blit_vs)
+                pctx->delete_vs_state(pctx, vc4->yuv_linear_blit_vs);
+        if (vc4->yuv_linear_blit_fs_8bit)
+                pctx->delete_fs_state(pctx, vc4->yuv_linear_blit_fs_8bit);
+        if (vc4->yuv_linear_blit_fs_16bit)
+                pctx->delete_fs_state(pctx, vc4->yuv_linear_blit_fs_16bit);
+
         vc4_program_fini(pctx);
 
+        if (vc4->screen->has_syncobj) {
+                drmSyncobjDestroy(vc4->fd, vc4->job_syncobj);
+                drmSyncobjDestroy(vc4->fd, vc4->in_syncobj);
+        }
+        if (vc4->in_fence_fd >= 0)
+                close(vc4->in_fence_fd);
+
         ralloc_free(vc4);
 }
 
@@ -115,6 +159,7 @@ vc4_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
 {
         struct vc4_screen *screen = vc4_screen(pscreen);
         struct vc4_context *vc4;
+        int err;
 
         /* Prevent dumping of the shaders built during context setup. */
         uint32_t saved_shaderdb_flag = vc4_debug & VC4_DEBUG_SHADERDB;
@@ -131,7 +176,9 @@ vc4_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
         pctx->priv = priv;
         pctx->destroy = vc4_context_destroy;
         pctx->flush = vc4_pipe_flush;
+        pctx->set_debug_callback = vc4_set_debug_callback;
         pctx->invalidate_resource = vc4_invalidate_resource;
+        pctx->texture_barrier = vc4_texture_barrier;
 
         vc4_draw_init(pctx);
         vc4_state_init(pctx);
@@ -139,12 +186,23 @@ vc4_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
         vc4_query_init(pctx);
         vc4_resource_context_init(pctx);
 
-        vc4_job_init(vc4);
-
         vc4->fd = screen->fd;
 
+        err = vc4_job_init(vc4);
+        if (err)
+                goto fail;
+
+        err = vc4_fence_context_init(vc4);
+        if (err)
+                goto fail;
+
         slab_create_child(&vc4->transfer_pool, &screen->transfer_pool);
-        vc4->blitter = util_blitter_create(pctx);
+
+       vc4->uploader = u_upload_create_default(&vc4->base);
+       vc4->base.stream_uploader = vc4->uploader;
+       vc4->base.const_uploader = vc4->uploader;
+
+       vc4->blitter = util_blitter_create(pctx);
         if (!vc4->blitter)
                 goto fail;
 
@@ -153,10 +211,6 @@ vc4_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
         if (!vc4->primconvert)
                 goto fail;
 
-        vc4->uploader = u_upload_create(pctx, 16 * 1024,
-                                        PIPE_BIND_INDEX_BUFFER,
-                                        PIPE_USAGE_STREAM);
-
         vc4_debug |= saved_shaderdb_flag;
 
         vc4->sample_mask = (1 << VC4_MAX_SAMPLES) - 1;