int count)
{
struct v3d_screen *screen = v3d_screen(pscreen);
+
+ /* If we're in a renderonly setup, use the other device to perform our
+ * (linear) allocation and just import it to v3d. The other device
+ * may be using CMA, and V3D can import from CMA but doesn't do CMA
+ * allocations on its own.
+ *
+ * We always allocate this way for SHARED, because get_handle will
+ * need a resource on the display fd.
+ */
+ if (screen->ro && (tmpl->bind & (PIPE_BIND_SCANOUT |
+ PIPE_BIND_SHARED))) {
+ struct winsys_handle handle;
+ struct pipe_resource scanout_tmpl = *tmpl;
+ struct renderonly_scanout *scanout =
+ renderonly_scanout_for_resource(&scanout_tmpl,
+ screen->ro,
+ &handle);
+ if (!scanout) {
+ fprintf(stderr, "Failed to create scanout resource\n");
+ return NULL;
+ }
+ assert(handle.type == WINSYS_HANDLE_TYPE_FD);
+ /* The fd is all we need. Destroy the old scanout (and its
+ * GEM handle on kms_fd) before resource_from_handle()'s
+ * renderonly_create_gpu_import_for_resource() call which will
+ * also get a kms_fd GEM handle for the fd.
+ */
+ renderonly_scanout_destroy(scanout, screen->ro);
+ struct pipe_resource *prsc =
+ pscreen->resource_from_handle(pscreen, tmpl,
+ &handle,
+ PIPE_HANDLE_USAGE_FRAMEBUFFER_WRITE);
+ close(handle.handle);
+ return prsc;
+ }
+
bool linear_ok = find_modifier(DRM_FORMAT_MOD_LINEAR, modifiers, count);
struct v3d_resource *rsc = v3d_resource_setup(pscreen, tmpl);
struct pipe_resource *prsc = &rsc->base;
if (tmpl->bind & (PIPE_BIND_LINEAR | PIPE_BIND_CURSOR))
should_tile = false;
- /* No tiling when we're sharing with another device (pl111). */
- if (screen->ro && (tmpl->bind & PIPE_BIND_SCANOUT))
- should_tile = false;
-
/* 1D and 1D_ARRAY textures are always raster-order. */
if (tmpl->target == PIPE_TEXTURE_1D ||
tmpl->target == PIPE_TEXTURE_1D_ARRAY)
v3d_setup_slices(rsc, 0);
- /* If we're in a renderonly setup, use the other device to perform our
- * (linear) allocaton and just import it to v3d. The other device may
- * be using CMA, and V3D can import from CMA but doesn't do CMA
- * allocations on its own.
- *
- * Note that DRI3 doesn't give us tmpl->bind flags, so we have to use
- * the modifiers to see if we're allocating a scanout object.
- */
- if (screen->ro &&
- ((tmpl->bind & (PIPE_BIND_SCANOUT | PIPE_BIND_SHARED)) ||
- (count == 1 && modifiers[0] == DRM_FORMAT_MOD_LINEAR))) {
- struct winsys_handle handle;
- rsc->scanout =
- renderonly_scanout_for_resource(prsc, screen->ro, &handle);
- if (!rsc->scanout) {
- fprintf(stderr, "Failed to create scanout resource\n");
- goto fail;
- }
- assert(handle.type == WINSYS_HANDLE_TYPE_FD);
- rsc->bo = v3d_bo_open_dmabuf(screen, handle.handle);
- v3d_debug_resource_layout(rsc, "scanout");
- } else {
- if (!v3d_resource_bo_alloc(rsc))
- goto fail;
- }
+ if (!v3d_resource_bo_alloc(rsc))
+ goto fail;
return prsc;
fail: