Added few more stubs so that control reaches to DestroyDevice().
[mesa.git] / src / gallium / drivers / v3d / v3d_context.c
1 /*
2 * Copyright © 2014-2017 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include <xf86drm.h>
25 #include <err.h>
26
27 #include "pipe/p_defines.h"
28 #include "util/hash_table.h"
29 #include "util/ralloc.h"
30 #include "util/u_inlines.h"
31 #include "util/u_memory.h"
32 #include "util/u_blitter.h"
33 #include "util/u_upload_mgr.h"
34 #include "util/u_prim.h"
35 #include "indices/u_primconvert.h"
36 #include "pipe/p_screen.h"
37
38 #include "v3d_screen.h"
39 #include "v3d_context.h"
40 #include "v3d_resource.h"
41 #include "broadcom/compiler/v3d_compiler.h"
42
43 void
44 v3d_flush(struct pipe_context *pctx)
45 {
46 struct v3d_context *v3d = v3d_context(pctx);
47
48 hash_table_foreach(v3d->jobs, entry) {
49 struct v3d_job *job = entry->data;
50 v3d_job_submit(v3d, job);
51 }
52 }
53
54 static void
55 v3d_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
56 unsigned flags)
57 {
58 struct v3d_context *v3d = v3d_context(pctx);
59
60 v3d_flush(pctx);
61
62 if (fence) {
63 struct pipe_screen *screen = pctx->screen;
64 struct v3d_fence *f = v3d_fence_create(v3d);
65 screen->fence_reference(screen, fence, NULL);
66 *fence = (struct pipe_fence_handle *)f;
67 }
68 }
69
70 static void
71 v3d_memory_barrier(struct pipe_context *pctx, unsigned int flags)
72 {
73 struct v3d_context *v3d = v3d_context(pctx);
74
75 /* We only need to flush for SSBOs and images, because for everything
76 * else we flush the job automatically when we needed.
77 */
78 const unsigned int flush_flags = PIPE_BARRIER_SHADER_BUFFER |
79 PIPE_BARRIER_IMAGE;
80
81 if (!(flags & flush_flags))
82 return;
83
84 /* We only need to flush jobs writing to SSBOs/images. */
85 perf_debug("Flushing all jobs for glMemoryBarrier(), could do better");
86 v3d_flush(pctx);
87 }
88
89 static void
90 v3d_set_debug_callback(struct pipe_context *pctx,
91 const struct pipe_debug_callback *cb)
92 {
93 struct v3d_context *v3d = v3d_context(pctx);
94
95 if (cb)
96 v3d->debug = *cb;
97 else
98 memset(&v3d->debug, 0, sizeof(v3d->debug));
99 }
100
101 static void
102 v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
103 {
104 struct v3d_context *v3d = v3d_context(pctx);
105 struct v3d_resource *rsc = v3d_resource(prsc);
106
107 rsc->initialized_buffers = 0;
108
109 struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs,
110 prsc);
111 if (!entry)
112 return;
113
114 struct v3d_job *job = entry->data;
115 if (job->key.zsbuf && job->key.zsbuf->texture == prsc)
116 job->store &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
117 }
118
119 /**
120 * Flushes the current job to get up-to-date primive counts written to the
121 * primitive counts BO, then accumulates the transform feedback primitive count
122 * in the context and the corresponding vertex counts in the bound stream
123 * output targets.
124 */
125 void
126 v3d_update_primitive_counters(struct v3d_context *v3d)
127 {
128 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
129 if (job->draw_calls_queued == 0)
130 return;
131
132 /* In order to get up-to-date primitive counts we need to submit
133 * the job for execution so we get the counts written to memory.
134 * Notice that this will require a sync wait for the buffer write.
135 */
136 uint32_t prims_before = v3d->tf_prims_generated;
137 v3d_job_submit(v3d, job);
138 uint32_t prims_after = v3d->tf_prims_generated;
139 if (prims_before == prims_after)
140 return;
141
142 enum pipe_prim_type prim_type = u_base_prim_type(v3d->prim_mode);
143 uint32_t num_verts = u_vertices_for_prims(prim_type,
144 prims_after - prims_before);
145 for (int i = 0; i < v3d->streamout.num_targets; i++) {
146 struct v3d_stream_output_target *so =
147 v3d_stream_output_target(v3d->streamout.targets[i]);
148 so->recorded_vertex_count += num_verts;
149 }
150 }
151
152 bool
153 v3d_line_smoothing_enabled(struct v3d_context *v3d)
154 {
155 if (!v3d->rasterizer->base.line_smooth)
156 return false;
157
158 /* According to the OpenGL docs, line smoothing shouldn’t be applied
159 * when multisampling
160 */
161 if (v3d->job->msaa || v3d->rasterizer->base.multisample)
162 return false;
163
164 if (v3d->framebuffer.nr_cbufs <= 0)
165 return false;
166
167 struct pipe_surface *cbuf = v3d->framebuffer.cbufs[0];
168 if (!cbuf)
169 return false;
170
171 /* Modifying the alpha for pure integer formats probably
172 * doesn’t make sense because we don’t know how the application
173 * uses the alpha value.
174 */
175 if (util_format_is_pure_integer(cbuf->format))
176 return false;
177
178 return true;
179 }
180
181 float
182 v3d_get_real_line_width(struct v3d_context *v3d)
183 {
184 float width = v3d->rasterizer->base.line_width;
185
186 if (v3d_line_smoothing_enabled(v3d)) {
187 /* If line smoothing is enabled then we want to add some extra
188 * pixels to the width in order to have some semi-transparent
189 * edges.
190 */
191 width = floorf(M_SQRT2 * width) + 3;
192 }
193
194 return width;
195 }
196
197 static void
198 v3d_context_destroy(struct pipe_context *pctx)
199 {
200 struct v3d_context *v3d = v3d_context(pctx);
201
202 v3d_flush(pctx);
203
204 if (v3d->blitter)
205 util_blitter_destroy(v3d->blitter);
206
207 if (v3d->primconvert)
208 util_primconvert_destroy(v3d->primconvert);
209
210 if (v3d->uploader)
211 u_upload_destroy(v3d->uploader);
212 if (v3d->state_uploader)
213 u_upload_destroy(v3d->state_uploader);
214
215 if (v3d->prim_counts)
216 pipe_resource_reference(&v3d->prim_counts, NULL);
217
218 slab_destroy_child(&v3d->transfer_pool);
219
220 pipe_surface_reference(&v3d->framebuffer.cbufs[0], NULL);
221 pipe_surface_reference(&v3d->framebuffer.zsbuf, NULL);
222
223 v3d_program_fini(pctx);
224
225 ralloc_free(v3d);
226 }
227
228 static void
229 v3d_get_sample_position(struct pipe_context *pctx,
230 unsigned sample_count, unsigned sample_index,
231 float *xy)
232 {
233 struct v3d_context *v3d = v3d_context(pctx);
234
235 if (sample_count <= 1) {
236 xy[0] = 0.5;
237 xy[1] = 0.5;
238 } else {
239 static const int xoffsets_v33[] = { 1, -3, 3, -1 };
240 static const int xoffsets_v42[] = { -1, 3, -3, 1 };
241 const int *xoffsets = (v3d->screen->devinfo.ver >= 42 ?
242 xoffsets_v42 : xoffsets_v33);
243
244 xy[0] = 0.5 + xoffsets[sample_index] * .125;
245 xy[1] = .125 + sample_index * .25;
246 }
247 }
248
249 struct pipe_context *
250 v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
251 {
252 struct v3d_screen *screen = v3d_screen(pscreen);
253 struct v3d_context *v3d;
254
255 /* Prevent dumping of the shaders built during context setup. */
256 uint32_t saved_shaderdb_flag = V3D_DEBUG & V3D_DEBUG_SHADERDB;
257 V3D_DEBUG &= ~V3D_DEBUG_SHADERDB;
258
259 v3d = rzalloc(NULL, struct v3d_context);
260 if (!v3d)
261 return NULL;
262 struct pipe_context *pctx = &v3d->base;
263
264 v3d->screen = screen;
265
266 int ret = drmSyncobjCreate(screen->fd, DRM_SYNCOBJ_CREATE_SIGNALED,
267 &v3d->out_sync);
268 if (ret) {
269 ralloc_free(v3d);
270 return NULL;
271 }
272
273 pctx->screen = pscreen;
274 pctx->priv = priv;
275 pctx->destroy = v3d_context_destroy;
276 pctx->flush = v3d_pipe_flush;
277 pctx->memory_barrier = v3d_memory_barrier;
278 pctx->set_debug_callback = v3d_set_debug_callback;
279 pctx->invalidate_resource = v3d_invalidate_resource;
280 pctx->get_sample_position = v3d_get_sample_position;
281
282 if (screen->devinfo.ver >= 41) {
283 v3d41_draw_init(pctx);
284 v3d41_state_init(pctx);
285 } else {
286 v3d33_draw_init(pctx);
287 v3d33_state_init(pctx);
288 }
289 v3d_program_init(pctx);
290 v3d_query_init(pctx);
291 v3d_resource_context_init(pctx);
292
293 v3d_job_init(v3d);
294
295 v3d->fd = screen->fd;
296
297 slab_create_child(&v3d->transfer_pool, &screen->transfer_pool);
298
299 v3d->uploader = u_upload_create_default(&v3d->base);
300 v3d->base.stream_uploader = v3d->uploader;
301 v3d->base.const_uploader = v3d->uploader;
302 v3d->state_uploader = u_upload_create(&v3d->base,
303 4096,
304 PIPE_BIND_CONSTANT_BUFFER,
305 PIPE_USAGE_STREAM, 0);
306
307 v3d->blitter = util_blitter_create(pctx);
308 if (!v3d->blitter)
309 goto fail;
310 v3d->blitter->use_index_buffer = true;
311
312 v3d->primconvert = util_primconvert_create(pctx,
313 (1 << PIPE_PRIM_QUADS) - 1);
314 if (!v3d->primconvert)
315 goto fail;
316
317 V3D_DEBUG |= saved_shaderdb_flag;
318
319 v3d->sample_mask = (1 << V3D_MAX_SAMPLES) - 1;
320 v3d->active_queries = true;
321
322 return &v3d->base;
323
324 fail:
325 pctx->destroy(pctx);
326 return NULL;
327 }