X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fdrivers%2Fvc4%2Fvc4_context.c;h=eeadea0b1db3db03396e4805fbfd2e0b115dff99;hb=e8959ba7afbda7a23805072efc15c6f11449103e;hp=51018d1cc94956266a28f86b64849ae8ec0a5a42;hpb=1850d0a1cbf044dc4d29b7a9ede2c634f667d853;p=mesa.git diff --git a/src/gallium/drivers/vc4/vc4_context.c b/src/gallium/drivers/vc4/vc4_context.c index 51018d1cc94..eeadea0b1db 100644 --- a/src/gallium/drivers/vc4/vc4_context.c +++ b/src/gallium/drivers/vc4/vc4_context.c @@ -23,116 +23,167 @@ #include #include -#include #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" -#define __user -#include "vc4_drm.h" #include "vc4_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; - -#ifndef USE_VC4_SIMULATOR - int ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit); - if (ret) - errx(1, "VC4 submit failed\n"); -#else - vc4_simulator_flush(vc4, csurf); -#endif - vc4_reset_cl(&vc4->bcl); - vc4_reset_cl(&vc4->rcl); - vc4_reset_cl(&vc4->shader_rec); - vc4_reset_cl(&vc4->bo_handles); - vc4->shader_rec_count = 0; - - vc4->needs_flush = false; - vc4->dirty = ~0; - - dump_fbo(vc4, ctex->bo); + if (csurf) { + struct vc4_resource *ctex = vc4_resource(csurf->base.texture); + if (ctex->bo == bo) { + return true; + } + } + + 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; + } + } + + 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 @@ -142,19 +193,38 @@ vc4_context_destroy(struct pipe_context *pctx) if (vc4->blitter) util_blitter_destroy(vc4->blitter); + + 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; - vc4 = CALLOC_STRUCT(vc4_context); - if (vc4 == NULL) + /* Prevent dumping of the shaders built during context setup. */ + uint32_t saved_shaderdb_flag = vc4_debug & VC4_DEBUG_SHADERDB; + vc4_debug &= ~VC4_DEBUG_SHADERDB; + + vc4 = rzalloc(NULL, struct vc4_context); + if (!vc4) return NULL; struct pipe_context *pctx = &vc4->base; @@ -164,26 +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); + 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: