v3d: compute appropriate VPM memory configuration for geometry shader workloads
[mesa.git] / src / gallium / drivers / v3d / v3d_fence.c
1 /*
2 * Copyright © 2014 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 /** @file v3d_fence.c
25 *
26 * Seqno-based fence management.
27 *
28 * We have two mechanisms for waiting in our kernel API: You can wait on a BO
29 * to have all rendering to from any process to be completed, or wait on a
30 * seqno for that particular seqno to be passed. The fence API we're
31 * implementing is based on waiting for all rendering in the context to have
32 * completed (with no reference to what other processes might be doing with
33 * the same BOs), so we can just use the seqno of the last rendering we'd
34 * fired off as our fence marker.
35 */
36
37 #include "util/u_inlines.h"
38 #include "util/os_time.h"
39
40 #include "v3d_context.h"
41 #include "v3d_bufmgr.h"
42
43 struct v3d_fence {
44 struct pipe_reference reference;
45 int fd;
46 };
47
48 static void
49 v3d_fence_reference(struct pipe_screen *pscreen,
50 struct pipe_fence_handle **pp,
51 struct pipe_fence_handle *pf)
52 {
53 struct v3d_fence **p = (struct v3d_fence **)pp;
54 struct v3d_fence *f = (struct v3d_fence *)pf;
55 struct v3d_fence *old = *p;
56
57 if (pipe_reference(&(*p)->reference, &f->reference)) {
58 close(old->fd);
59 free(old);
60 }
61 *p = f;
62 }
63
64 static bool
65 v3d_fence_finish(struct pipe_screen *pscreen,
66 struct pipe_context *ctx,
67 struct pipe_fence_handle *pf,
68 uint64_t timeout_ns)
69 {
70 struct v3d_screen *screen = v3d_screen(pscreen);
71 struct v3d_fence *f = (struct v3d_fence *)pf;
72 int ret;
73
74 unsigned syncobj;
75 ret = drmSyncobjCreate(screen->fd, 0, &syncobj);
76 if (ret) {
77 fprintf(stderr, "Failed to create syncobj to wait on: %d\n",
78 ret);
79 return false;
80 }
81
82 drmSyncobjImportSyncFile(screen->fd, syncobj, f->fd);
83 if (ret) {
84 fprintf(stderr, "Failed to import fence to syncobj: %d\n", ret);
85 return false;
86 }
87
88 uint64_t abs_timeout = os_time_get_absolute_timeout(timeout_ns);
89 if (abs_timeout == OS_TIMEOUT_INFINITE)
90 abs_timeout = INT64_MAX;
91
92 ret = drmSyncobjWait(screen->fd, &syncobj, 1, abs_timeout, 0, NULL);
93
94 drmSyncobjDestroy(screen->fd, syncobj);
95
96 return ret >= 0;
97 }
98
99 struct v3d_fence *
100 v3d_fence_create(struct v3d_context *v3d)
101 {
102 struct v3d_fence *f = calloc(1, sizeof(*f));
103 if (!f)
104 return NULL;
105
106 /* Snapshot the last V3D rendering's out fence. We'd rather have
107 * another syncobj instead of a sync file, but this is all we get.
108 * (HandleToFD/FDToHandle just gives you another syncobj ID for the
109 * same syncobj).
110 */
111 drmSyncobjExportSyncFile(v3d->fd, v3d->out_sync, &f->fd);
112 if (f->fd == -1) {
113 fprintf(stderr, "export failed\n");
114 free(f);
115 return NULL;
116 }
117
118 pipe_reference_init(&f->reference, 1);
119
120 return f;
121 }
122
123 void
124 v3d_fence_init(struct v3d_screen *screen)
125 {
126 screen->base.fence_reference = v3d_fence_reference;
127 screen->base.fence_finish = v3d_fence_finish;
128 }