vc4: fix memory leak
[mesa.git] / src / gallium / drivers / vc4 / vc4_context.c
index 08e85ed6312e538b8f240501d12d94f44563c07a..eeadea0b1db3db03396e4805fbfd2e0b115dff99 100644 (file)
 
 #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, ".");
+        struct vc4_context *vc4 = vc4_context(pctx);
+        struct pipe_surface *cbuf = vc4->framebuffer.cbufs[0];
+        struct pipe_surface *zsbuf = vc4->framebuffer.zsbuf;
+
+        if (!vc4->needs_flush)
+                return;
+
+        /* The RCL setup would choke if the draw bounds cause no drawing, so
+         * just drop the drawing if that's the case.
+         */
+        if (vc4->draw_max_x <= vc4->draw_min_x ||
+            vc4->draw_max_y <= vc4->draw_min_y) {
+                vc4_job_reset(vc4);
+                return;
+        }
+
+        /* Increment the semaphore indicating that binning is done and
+         * unblocking the render thread.  Note that this doesn't act until the
+         * FLUSH completes.
+         */
+        cl_ensure_space(&vc4->bcl, 8);
+        struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
+        cl_u8(&bcl, VC4_PACKET_INCREMENT_SEMAPHORE);
+        /* The FLUSH caps all of our bin lists with a VC4_PACKET_RETURN. */
+        cl_u8(&bcl, VC4_PACKET_FLUSH);
+        cl_end(&vc4->bcl, bcl);
+
+        if (cbuf && (vc4->resolve & PIPE_CLEAR_COLOR0)) {
+                pipe_surface_reference(&vc4->color_write,
+                                       cbuf->texture->nr_samples > 1 ?
+                                       NULL : cbuf);
+                pipe_surface_reference(&vc4->msaa_color_write,
+                                       cbuf->texture->nr_samples > 1 ?
+                                       cbuf : NULL);
+
+                if (!(vc4->cleared & PIPE_CLEAR_COLOR0)) {
+                        pipe_surface_reference(&vc4->color_read, cbuf);
+                } else {
+                        pipe_surface_reference(&vc4->color_read, NULL);
                 }
-                fprintf(stderr, "\n");
+
+        } else {
+                pipe_surface_reference(&vc4->color_write, NULL);
+                pipe_surface_reference(&vc4->color_read, NULL);
+                pipe_surface_reference(&vc4->msaa_color_write, NULL);
         }
 
-        for (int i = 0; i < num_found_colors; i++) {
-                fprintf(stderr, "color %d: 0x%08x\n", i, found_colors[i]);
+        if (vc4->framebuffer.zsbuf &&
+            (vc4->resolve & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) {
+                pipe_surface_reference(&vc4->zs_write,
+                                       zsbuf->texture->nr_samples > 1 ?
+                                       NULL : zsbuf);
+                pipe_surface_reference(&vc4->msaa_zs_write,
+                                       zsbuf->texture->nr_samples > 1 ?
+                                       zsbuf : NULL);
+
+                if (!(vc4->cleared & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) {
+                        pipe_surface_reference(&vc4->zs_read, zsbuf);
+                } else {
+                        pipe_surface_reference(&vc4->zs_read, NULL);
+                }
+        } else {
+                pipe_surface_reference(&vc4->zs_write, NULL);
+                pipe_surface_reference(&vc4->zs_read, NULL);
+                pipe_surface_reference(&vc4->msaa_zs_write, NULL);
         }
-#endif
+
+        vc4_job_submit(vc4);
 }
 
-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);
+
+        vc4_flush(pctx);
+
+        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;
+        }
+}
+
+/**
+ * Flushes the current command lists if they reference the given BO.
+ *
+ * This helps avoid flushing the command buffers when unnecessary.
+ */
+bool
+vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo,
+                     bool include_reads)
 {
         struct vc4_context *vc4 = vc4_context(pctx);
 
         if (!vc4->needs_flush)
-                return;
+                return false;
+
+        /* Walk all the referenced BOs in the drawing command list to see if
+         * they match.
+         */
+        if (include_reads) {
+                struct vc4_bo **referenced_bos = vc4->bo_pointers.base;
+                for (int i = 0; i < cl_offset(&vc4->bo_handles) / 4; i++) {
+                        if (referenced_bos[i] == bo) {
+                                return true;
+                        }
+                }
+        }
 
+        /* Also check for the Z/color buffers, since the references to those
+         * are only added immediately before submit.
+         */
         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_len = vc4->bcl.next - vc4->bcl.base;
-        submit.render_cl = vc4->rcl.base;
-        submit.render_cl_len = vc4->rcl.next - vc4->rcl.base;
-        submit.shader_records = vc4->shader_rec.base;
-        submit.shader_record_len = vc4->shader_rec.next - vc4->shader_rec.base;
-        submit.shader_record_count = vc4->shader_rec_count;
-        submit.uniforms = vc4->uniforms.base;
-        submit.uniforms_len = 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 (csurf) {
+                struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
+                if (ctex->bo == bo) {
+                        return true;
+                }
         }
 
-        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;
+        struct vc4_surface *zsurf = vc4_surface(vc4->framebuffer.zsbuf);
+        if (zsurf) {
+                struct vc4_resource *ztex =
+                        vc4_resource(zsurf->base.texture);
+                if (ztex->bo == bo) {
+                        return true;
+                }
+        }
 
-        dump_fbo(vc4, ctex->bo);
+        return false;
 }
 
 static void
-vc4_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
-               unsigned flags)
+vc4_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
 {
-        vc4_flush(pctx);
+        struct vc4_context *vc4 = vc4_context(pctx);
+        struct pipe_surface *zsurf = vc4->framebuffer.zsbuf;
+
+        if (zsurf && zsurf->texture == prsc)
+                vc4->resolve &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
 }
 
 static void
@@ -156,13 +197,24 @@ vc4_context_destroy(struct pipe_context *pctx)
         if (vc4->primconvert)
                 util_primconvert_destroy(vc4->primconvert);
 
+        if (vc4->uploader)
+                u_upload_destroy(vc4->uploader);
+
         util_slab_destroy(&vc4->transfer_pool);
 
-        free(vc4);
+        pipe_surface_reference(&vc4->framebuffer.cbufs[0], NULL);
+        pipe_surface_reference(&vc4->framebuffer.zsbuf, NULL);
+
+        pipe_surface_reference(&vc4->color_write, NULL);
+        pipe_surface_reference(&vc4->color_read, NULL);
+
+        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;
@@ -171,8 +223,8 @@ vc4_context_create(struct pipe_screen *pscreen, void *priv)
         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;
 
@@ -182,33 +234,37 @@ vc4_context_create(struct pipe_screen *pscreen, void *priv)
         pctx->priv = priv;
         pctx->destroy = vc4_context_destroy;
         pctx->flush = vc4_pipe_flush;
+        pctx->invalidate_resource = vc4_invalidate_resource;
 
         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),
+        util_slab_create(&vc4->transfer_pool, sizeof(struct vc4_transfer),
                          16, UTIL_SLAB_SINGLETHREADED);
         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->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;
+
         return &vc4->base;
 
 fail: