blob: 2b39b74a2728144770972ed4e64c502a433e6740 [file] [log] [blame]
/*
* Copyright © 2014-2017 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include <xf86drm.h>
#include <err.h>
#include "pipe/p_defines.h"
#include "util/hash_table.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 "util/u_prim.h"
#include "indices/u_primconvert.h"
#include "pipe/p_screen.h"
#include "v3d_screen.h"
#include "v3d_context.h"
#include "v3d_resource.h"
#include "broadcom/compiler/v3d_compiler.h"
void
v3d_flush(struct pipe_context *pctx)
{
struct v3d_context *v3d = v3d_context(pctx);
hash_table_foreach(v3d->jobs, entry) {
struct v3d_job *job = entry->data;
v3d_job_submit(v3d, job);
}
}
static void
v3d_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
unsigned flags)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d_flush(pctx);
if (fence) {
struct pipe_screen *screen = pctx->screen;
struct v3d_fence *f = v3d_fence_create(v3d);
screen->fence_reference(screen, fence, NULL);
*fence = (struct pipe_fence_handle *)f;
}
}
static void
v3d_memory_barrier(struct pipe_context *pctx, unsigned int flags)
{
struct v3d_context *v3d = v3d_context(pctx);
/* We only need to flush for SSBOs and images, because for everything
* else we flush the job automatically when we needed.
*/
const unsigned int flush_flags = PIPE_BARRIER_SHADER_BUFFER |
PIPE_BARRIER_IMAGE;
if (!(flags & flush_flags))
return;
/* We only need to flush jobs writing to SSBOs/images. */
perf_debug("Flushing all jobs for glMemoryBarrier(), could do better");
v3d_flush(pctx);
}
static void
v3d_set_debug_callback(struct pipe_context *pctx,
const struct pipe_debug_callback *cb)
{
struct v3d_context *v3d = v3d_context(pctx);
if (cb)
v3d->debug = *cb;
else
memset(&v3d->debug, 0, sizeof(v3d->debug));
}
static void
v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_resource *rsc = v3d_resource(prsc);
rsc->initialized_buffers = 0;
struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs,
prsc);
if (!entry)
return;
struct v3d_job *job = entry->data;
if (job->key.zsbuf && job->key.zsbuf->texture == prsc)
job->store &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
}
/**
* Flushes the current job to get up-to-date primive counts written to the
* primitive counts BO, then accumulates the transform feedback primitive count
* in the context and the corresponding vertex counts in the bound stream
* output targets.
*/
void
v3d_update_primitive_counters(struct v3d_context *v3d)
{
struct v3d_job *job = v3d_get_job_for_fbo(v3d);
if (job->draw_calls_queued == 0)
return;
/* In order to get up-to-date primitive counts we need to submit
* the job for execution so we get the counts written to memory.
* Notice that this will require a sync wait for the buffer write.
*/
uint32_t prims_before = v3d->tf_prims_generated;
v3d_job_submit(v3d, job);
uint32_t prims_after = v3d->tf_prims_generated;
if (prims_before == prims_after)
return;
enum pipe_prim_type prim_type = u_base_prim_type(v3d->prim_mode);
uint32_t num_verts = u_vertices_for_prims(prim_type,
prims_after - prims_before);
for (int i = 0; i < v3d->streamout.num_targets; i++) {
struct v3d_stream_output_target *so =
v3d_stream_output_target(v3d->streamout.targets[i]);
so->recorded_vertex_count += num_verts;
}
}
bool
v3d_line_smoothing_enabled(struct v3d_context *v3d)
{
if (!v3d->rasterizer->base.line_smooth)
return false;
/* According to the OpenGL docs, line smoothing shouldn’t be applied
* when multisampling
*/
if (v3d->job->msaa || v3d->rasterizer->base.multisample)
return false;
if (v3d->framebuffer.nr_cbufs <= 0)
return false;
struct pipe_surface *cbuf = v3d->framebuffer.cbufs[0];
if (!cbuf)
return false;
/* Modifying the alpha for pure integer formats probably
* doesn’t make sense because we don’t know how the application
* uses the alpha value.
*/
if (util_format_is_pure_integer(cbuf->format))
return false;
return true;
}
float
v3d_get_real_line_width(struct v3d_context *v3d)
{
float width = v3d->rasterizer->base.line_width;
if (v3d_line_smoothing_enabled(v3d)) {
/* If line smoothing is enabled then we want to add some extra
* pixels to the width in order to have some semi-transparent
* edges.
*/
width = floorf(M_SQRT2 * width) + 3;
}
return width;
}
void
v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
enum pipe_shader_type shader)
{
switch (shader) {
case PIPE_SHADER_VERTEX:
v3d->dirty |= VC5_DIRTY_VERTTEX;
break;
case PIPE_SHADER_GEOMETRY:
v3d->dirty |= VC5_DIRTY_GEOMTEX;
break;
case PIPE_SHADER_FRAGMENT:
v3d->dirty |= VC5_DIRTY_FRAGTEX;
break;
case PIPE_SHADER_COMPUTE:
v3d->dirty |= VC5_DIRTY_COMPTEX;
break;
default:
unreachable("Unsupported shader stage");
}
}
static void
v3d_context_destroy(struct pipe_context *pctx)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d_flush(pctx);
if (v3d->blitter)
util_blitter_destroy(v3d->blitter);
if (v3d->primconvert)
util_primconvert_destroy(v3d->primconvert);
if (v3d->uploader)
u_upload_destroy(v3d->uploader);
if (v3d->state_uploader)
u_upload_destroy(v3d->state_uploader);
if (v3d->prim_counts)
pipe_resource_reference(&v3d->prim_counts, NULL);
slab_destroy_child(&v3d->transfer_pool);
pipe_surface_reference(&v3d->framebuffer.cbufs[0], NULL);
pipe_surface_reference(&v3d->framebuffer.zsbuf, NULL);
v3d_program_fini(pctx);
ralloc_free(v3d);
}
static void
v3d_get_sample_position(struct pipe_context *pctx,
unsigned sample_count, unsigned sample_index,
float *xy)
{
struct v3d_context *v3d = v3d_context(pctx);
if (sample_count <= 1) {
xy[0] = 0.5;
xy[1] = 0.5;
} else {
static const int xoffsets_v33[] = { 1, -3, 3, -1 };
static const int xoffsets_v42[] = { -1, 3, -3, 1 };
const int *xoffsets = (v3d->screen->devinfo.ver >= 42 ?
xoffsets_v42 : xoffsets_v33);
xy[0] = 0.5 + xoffsets[sample_index] * .125;
xy[1] = .125 + sample_index * .25;
}
}
struct pipe_context *
v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
{
struct v3d_screen *screen = v3d_screen(pscreen);
struct v3d_context *v3d;
/* Prevent dumping of the shaders built during context setup. */
uint32_t saved_shaderdb_flag = V3D_DEBUG & V3D_DEBUG_SHADERDB;
V3D_DEBUG &= ~V3D_DEBUG_SHADERDB;
v3d = rzalloc(NULL, struct v3d_context);
if (!v3d)
return NULL;
struct pipe_context *pctx = &v3d->base;
v3d->screen = screen;
int ret = drmSyncobjCreate(screen->fd, DRM_SYNCOBJ_CREATE_SIGNALED,
&v3d->out_sync);
if (ret) {
ralloc_free(v3d);
return NULL;
}
pctx->screen = pscreen;
pctx->priv = priv;
pctx->destroy = v3d_context_destroy;
pctx->flush = v3d_pipe_flush;
pctx->memory_barrier = v3d_memory_barrier;
pctx->set_debug_callback = v3d_set_debug_callback;
pctx->invalidate_resource = v3d_invalidate_resource;
pctx->get_sample_position = v3d_get_sample_position;
if (screen->devinfo.ver >= 41) {
v3d41_draw_init(pctx);
v3d41_state_init(pctx);
} else {
v3d33_draw_init(pctx);
v3d33_state_init(pctx);
}
v3d_program_init(pctx);
v3d_query_init(pctx);
v3d_resource_context_init(pctx);
v3d_job_init(v3d);
v3d->fd = screen->fd;
slab_create_child(&v3d->transfer_pool, &screen->transfer_pool);
v3d->uploader = u_upload_create_default(&v3d->base);
v3d->base.stream_uploader = v3d->uploader;
v3d->base.const_uploader = v3d->uploader;
v3d->state_uploader = u_upload_create(&v3d->base,
4096,
PIPE_BIND_CONSTANT_BUFFER,
PIPE_USAGE_STREAM, 0);
v3d->blitter = util_blitter_create(pctx);
if (!v3d->blitter)
goto fail;
v3d->blitter->use_index_buffer = true;
v3d->primconvert = util_primconvert_create(pctx,
(1 << PIPE_PRIM_QUADS) - 1);
if (!v3d->primconvert)
goto fail;
V3D_DEBUG |= saved_shaderdb_flag;
v3d->sample_mask = (1 << V3D_MAX_SAMPLES) - 1;
v3d->active_queries = true;
return &v3d->base;
fail:
pctx->destroy(pctx);
return NULL;
}