#include <xf86drm.h>
#include <err.h>
-#include <stdio.h>
#include "pipe/p_defines.h"
+#include "util/ralloc.h"
#include "util/u_inlines.h"
#include "util/u_memory.h"
#include "util/u_blitter.h"
+#include "util/u_upload_mgr.h"
#include "indices/u_primconvert.h"
#include "pipe/p_screen.h"
#include "vc4_context.h"
#include "vc4_resource.h"
-static void
-dump_fbo(struct vc4_context *vc4, struct vc4_bo *fbo)
+void
+vc4_flush(struct pipe_context *pctx)
{
-#ifndef USE_VC4_SIMULATOR
- uint32_t *map = vc4_bo_map(fbo);
- uint32_t width = vc4->framebuffer.width;
- uint32_t height = vc4->framebuffer.height;
- uint32_t chunk_w = width / 79;
- uint32_t chunk_h = height / 40;
- uint32_t found_colors[10];
- uint32_t num_found_colors = 0;
-
- for (int by = 0; by < height; by += chunk_h) {
- for (int bx = 0; bx < width; bx += chunk_w) {
- bool on = false, black = false;
-
- for (int y = by; y < MIN2(height, by + chunk_h); y++) {
- for (int x = bx; x < MIN2(width, bx + chunk_w); x++) {
- uint32_t pix = map[y * width + x];
- on |= pix != 0;
- black |= pix == 0xff000000;
-
- int i;
- for (i = 0; i < num_found_colors; i++) {
- if (pix == found_colors[i])
- break;
- }
- if (i == num_found_colors &&
- num_found_colors < Elements(found_colors))
- found_colors[num_found_colors++] = pix;
- }
- }
- if (black)
- fprintf(stderr, "O");
- else if (on)
- fprintf(stderr, "X");
- else
- fprintf(stderr, ".");
- }
- fprintf(stderr, "\n");
- }
+ struct vc4_context *vc4 = vc4_context(pctx);
- for (int i = 0; i < num_found_colors; i++) {
- fprintf(stderr, "color %d: 0x%08x\n", i, found_colors[i]);
+ struct hash_entry *entry;
+ hash_table_foreach(vc4->jobs, entry) {
+ struct vc4_job *job = entry->data;
+ vc4_job_submit(vc4, job);
}
-#endif
}
-void
-vc4_flush(struct pipe_context *pctx)
+static void
+vc4_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
+ unsigned flags)
{
struct vc4_context *vc4 = vc4_context(pctx);
- if (!vc4->needs_flush)
- return;
+ vc4_flush(pctx);
- struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
- struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
- struct drm_vc4_submit_cl submit;
- memset(&submit, 0, sizeof(submit));
-
- submit.bo_handles = vc4->bo_handles.base;
- submit.bo_handle_count = (vc4->bo_handles.next -
- vc4->bo_handles.base) / 4;
- submit.bin_cl = vc4->bcl.base;
- submit.bin_cl_size = vc4->bcl.next - vc4->bcl.base;
- submit.render_cl = vc4->rcl.base;
- submit.render_cl_size = vc4->rcl.next - vc4->rcl.base;
- submit.shader_rec = vc4->shader_rec.base;
- submit.shader_rec_size = vc4->shader_rec.next - vc4->shader_rec.base;
- submit.shader_rec_count = vc4->shader_rec_count;
- submit.uniforms = vc4->uniforms.base;
- submit.uniforms_size = vc4->uniforms.next - vc4->uniforms.base;
-
- if (!(vc4_debug & VC4_DEBUG_NORAST)) {
- int ret;
-
-#ifndef USE_VC4_SIMULATOR
- ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit);
-#else
- ret = vc4_simulator_flush(vc4, &submit, csurf);
-#endif
- if (ret)
- errx(1, "VC4 submit failed\n");
+ if (fence) {
+ struct pipe_screen *screen = pctx->screen;
+ struct vc4_fence *f = vc4_fence_create(vc4->screen,
+ vc4->last_emit_seqno);
+ screen->fence_reference(screen, fence, NULL);
+ *fence = (struct pipe_fence_handle *)f;
}
-
- vc4_reset_cl(&vc4->bcl);
- vc4_reset_cl(&vc4->rcl);
- vc4_reset_cl(&vc4->shader_rec);
- vc4_reset_cl(&vc4->uniforms);
- vc4_reset_cl(&vc4->bo_handles);
-#ifdef USE_VC4_SIMULATOR
- vc4_reset_cl(&vc4->bo_pointers);
-#endif
- vc4->shader_rec_count = 0;
-
- vc4->needs_flush = false;
- vc4->dirty = ~0;
-
- dump_fbo(vc4, ctex->bo);
}
+/* 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_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
- unsigned flags)
+vc4_texture_barrier(struct pipe_context *pctx, unsigned flags)
{
vc4_flush(pctx);
}
+static void
+vc4_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
+{
+ struct vc4_context *vc4 = vc4_context(pctx);
+ struct vc4_resource *rsc = vc4_resource(prsc);
+
+ rsc->initialized_buffers = 0;
+
+ struct hash_entry *entry = _mesa_hash_table_search(vc4->write_jobs,
+ prsc);
+ if (!entry)
+ return;
+
+ struct vc4_job *job = entry->data;
+ if (job->key.zsbuf && job->key.zsbuf->texture == prsc)
+ job->resolve &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
+}
+
static void
vc4_context_destroy(struct pipe_context *pctx)
{
struct vc4_context *vc4 = vc4_context(pctx);
+ vc4_flush(pctx);
+
if (vc4->blitter)
util_blitter_destroy(vc4->blitter);
if (vc4->primconvert)
util_primconvert_destroy(vc4->primconvert);
- util_slab_destroy(&vc4->transfer_pool);
+ if (vc4->uploader)
+ u_upload_destroy(vc4->uploader);
+
+ slab_destroy_child(&vc4->transfer_pool);
+
+ pipe_surface_reference(&vc4->framebuffer.cbufs[0], NULL);
+ pipe_surface_reference(&vc4->framebuffer.zsbuf, NULL);
- free(vc4);
+ vc4_program_fini(pctx);
+
+ ralloc_free(vc4);
}
struct pipe_context *
-vc4_context_create(struct pipe_screen *pscreen, void *priv)
+vc4_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
{
struct vc4_screen *screen = vc4_screen(pscreen);
struct vc4_context *vc4;
uint32_t saved_shaderdb_flag = vc4_debug & VC4_DEBUG_SHADERDB;
vc4_debug &= ~VC4_DEBUG_SHADERDB;
- vc4 = CALLOC_STRUCT(vc4_context);
- if (vc4 == NULL)
+ vc4 = rzalloc(NULL, struct vc4_context);
+ if (!vc4)
return NULL;
struct pipe_context *pctx = &vc4->base;
pctx->priv = priv;
pctx->destroy = vc4_context_destroy;
pctx->flush = vc4_pipe_flush;
+ pctx->invalidate_resource = vc4_invalidate_resource;
+ pctx->texture_barrier = vc4_texture_barrier;
vc4_draw_init(pctx);
vc4_state_init(pctx);
vc4_program_init(pctx);
+ vc4_query_init(pctx);
vc4_resource_context_init(pctx);
- vc4_init_cl(vc4, &vc4->bcl);
- vc4_init_cl(vc4, &vc4->rcl);
- vc4_init_cl(vc4, &vc4->shader_rec);
- vc4_init_cl(vc4, &vc4->bo_handles);
+ vc4_job_init(vc4);
- vc4->dirty = ~0;
vc4->fd = screen->fd;
- util_slab_create(&vc4->transfer_pool, sizeof(struct pipe_transfer),
- 16, UTIL_SLAB_SINGLETHREADED);
- vc4->blitter = util_blitter_create(pctx);
+ slab_create_child(&vc4->transfer_pool, &screen->transfer_pool);
+
+ 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;
vc4->primconvert = util_primconvert_create(pctx,
- !((1 << PIPE_PRIM_QUADS) - 1));
+ (1 << PIPE_PRIM_QUADS) - 1);
if (!vc4->primconvert)
goto fail;
vc4_debug |= saved_shaderdb_flag;
+ vc4->sample_mask = (1 << VC4_MAX_SAMPLES) - 1;
+
return &vc4->base;
fail: