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vc4: Actually allow math results to allocate into r4.
[android-x86/external-mesa.git] / src / gallium / drivers / vc4 / vc4_context.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 #include <xf86drm.h>
25 #include <err.h>
26
27 #include "pipe/p_defines.h"
28 #include "util/ralloc.h"
29 #include "util/u_inlines.h"
30 #include "util/u_memory.h"
31 #include "util/u_blitter.h"
32 #include "util/u_upload_mgr.h"
33 #include "indices/u_primconvert.h"
34 #include "pipe/p_screen.h"
35
36 #include "vc4_screen.h"
37 #include "vc4_context.h"
38 #include "vc4_resource.h"
39
40 void
41 vc4_flush(struct pipe_context *pctx)
42 {
43         struct vc4_context *vc4 = vc4_context(pctx);
44         struct pipe_surface *cbuf = vc4->framebuffer.cbufs[0];
45         struct pipe_surface *zsbuf = vc4->framebuffer.zsbuf;
46
47         if (!vc4->needs_flush)
48                 return;
49
50         /* The RCL setup would choke if the draw bounds cause no drawing, so
51          * just drop the drawing if that's the case.
52          */
53         if (vc4->draw_max_x <= vc4->draw_min_x ||
54             vc4->draw_max_y <= vc4->draw_min_y) {
55                 vc4_job_reset(vc4);
56                 return;
57         }
58
59         /* Increment the semaphore indicating that binning is done and
60          * unblocking the render thread.  Note that this doesn't act until the
61          * FLUSH completes.
62          */
63         cl_ensure_space(&vc4->bcl, 8);
64         struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
65         cl_u8(&bcl, VC4_PACKET_INCREMENT_SEMAPHORE);
66         /* The FLUSH caps all of our bin lists with a VC4_PACKET_RETURN. */
67         cl_u8(&bcl, VC4_PACKET_FLUSH);
68         cl_end(&vc4->bcl, bcl);
69
70         if (cbuf && (vc4->resolve & PIPE_CLEAR_COLOR0)) {
71                 pipe_surface_reference(&vc4->color_write, cbuf);
72                 if (!(vc4->cleared & PIPE_CLEAR_COLOR0)) {
73                         pipe_surface_reference(&vc4->color_read, cbuf);
74                 } else {
75                         pipe_surface_reference(&vc4->color_read, NULL);
76                 }
77
78         } else {
79                 pipe_surface_reference(&vc4->color_write, NULL);
80                 pipe_surface_reference(&vc4->color_read, NULL);
81         }
82
83         if (vc4->framebuffer.zsbuf &&
84             (vc4->resolve & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) {
85                 pipe_surface_reference(&vc4->zs_write, zsbuf);
86                 if (!(vc4->cleared & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) {
87                         pipe_surface_reference(&vc4->zs_read, zsbuf);
88                 } else {
89                         pipe_surface_reference(&vc4->zs_read, NULL);
90                 }
91         } else {
92                 pipe_surface_reference(&vc4->zs_write, NULL);
93                 pipe_surface_reference(&vc4->zs_read, NULL);
94         }
95
96         vc4_job_submit(vc4);
97 }
98
99 static void
100 vc4_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
101                unsigned flags)
102 {
103         struct vc4_context *vc4 = vc4_context(pctx);
104
105         vc4_flush(pctx);
106
107         if (fence) {
108                 struct pipe_screen *screen = pctx->screen;
109                 struct vc4_fence *f = vc4_fence_create(vc4->screen,
110                                                        vc4->last_emit_seqno);
111                 screen->fence_reference(screen, fence, NULL);
112                 *fence = (struct pipe_fence_handle *)f;
113         }
114 }
115
116 /**
117  * Flushes the current command lists if they reference the given BO.
118  *
119  * This helps avoid flushing the command buffers when unnecessary.
120  */
121 bool
122 vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo)
123 {
124         struct vc4_context *vc4 = vc4_context(pctx);
125
126         if (!vc4->needs_flush)
127                 return false;
128
129         /* Walk all the referenced BOs in the drawing command list to see if
130          * they match.
131          */
132         struct vc4_bo **referenced_bos = vc4->bo_pointers.base;
133         for (int i = 0; i < cl_offset(&vc4->bo_handles) / 4; i++) {
134                 if (referenced_bos[i] == bo) {
135                         return true;
136                 }
137         }
138
139         /* Also check for the Z/color buffers, since the references to those
140          * are only added immediately before submit.
141          */
142         struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
143         if (csurf) {
144                 struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
145                 if (ctex->bo == bo) {
146                         return true;
147                 }
148         }
149
150         struct vc4_surface *zsurf = vc4_surface(vc4->framebuffer.zsbuf);
151         if (zsurf) {
152                 struct vc4_resource *ztex =
153                         vc4_resource(zsurf->base.texture);
154                 if (ztex->bo == bo) {
155                         return true;
156                 }
157         }
158
159         return false;
160 }
161
162 static void
163 vc4_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
164 {
165         struct vc4_context *vc4 = vc4_context(pctx);
166         struct pipe_surface *zsurf = vc4->framebuffer.zsbuf;
167
168         if (zsurf && zsurf->texture == prsc)
169                 vc4->resolve &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
170 }
171
172 static void
173 vc4_context_destroy(struct pipe_context *pctx)
174 {
175         struct vc4_context *vc4 = vc4_context(pctx);
176
177         if (vc4->blitter)
178                 util_blitter_destroy(vc4->blitter);
179
180         if (vc4->primconvert)
181                 util_primconvert_destroy(vc4->primconvert);
182
183         if (vc4->uploader)
184                 u_upload_destroy(vc4->uploader);
185
186         util_slab_destroy(&vc4->transfer_pool);
187
188         pipe_surface_reference(&vc4->framebuffer.cbufs[0], NULL);
189         pipe_surface_reference(&vc4->framebuffer.zsbuf, NULL);
190
191         vc4_program_fini(pctx);
192
193         ralloc_free(vc4);
194 }
195
196 struct pipe_context *
197 vc4_context_create(struct pipe_screen *pscreen, void *priv)
198 {
199         struct vc4_screen *screen = vc4_screen(pscreen);
200         struct vc4_context *vc4;
201
202         /* Prevent dumping of the shaders built during context setup. */
203         uint32_t saved_shaderdb_flag = vc4_debug & VC4_DEBUG_SHADERDB;
204         vc4_debug &= ~VC4_DEBUG_SHADERDB;
205
206         vc4 = rzalloc(NULL, struct vc4_context);
207         if (vc4 == NULL)
208                 return NULL;
209         struct pipe_context *pctx = &vc4->base;
210
211         vc4->screen = screen;
212
213         pctx->screen = pscreen;
214         pctx->priv = priv;
215         pctx->destroy = vc4_context_destroy;
216         pctx->flush = vc4_pipe_flush;
217         pctx->invalidate_resource = vc4_invalidate_resource;
218
219         vc4_draw_init(pctx);
220         vc4_state_init(pctx);
221         vc4_program_init(pctx);
222         vc4_query_init(pctx);
223         vc4_resource_context_init(pctx);
224
225         vc4_job_init(vc4);
226
227         vc4->fd = screen->fd;
228
229         util_slab_create(&vc4->transfer_pool, sizeof(struct vc4_transfer),
230                          16, UTIL_SLAB_SINGLETHREADED);
231         vc4->blitter = util_blitter_create(pctx);
232         if (!vc4->blitter)
233                 goto fail;
234
235         vc4->primconvert = util_primconvert_create(pctx,
236                                                    (1 << PIPE_PRIM_QUADS) - 1);
237         if (!vc4->primconvert)
238                 goto fail;
239
240         vc4->uploader = u_upload_create(pctx, 16 * 1024, 4,
241                                         PIPE_BIND_INDEX_BUFFER);
242
243         vc4_debug |= saved_shaderdb_flag;
244
245         return &vc4->base;
246
247 fail:
248         pctx->destroy(pctx);
249         return NULL;
250 }