struct pipe_context * vc4_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags) { struct vc4_screen *screen = vc4_screen(pscreen); struct vc4_context *vc4; /* Prevent dumping of the shaders built during context setup. */ uint32_t saved_shaderdb_flag = vc4_debug & VC4_DEBUG_SHADERDB; vc4_debug &= ~VC4_DEBUG_SHADERDB; vc4 = rzalloc(NULL, struct vc4_context); if (!vc4) return NULL; struct pipe_context *pctx = &vc4->base; vc4->screen = screen; pctx->screen = pscreen; pctx->priv = priv; pctx->destroy = vc4_context_destroy; pctx->flush = vc4_pipe_flush; pctx->invalidate_resource = vc4_invalidate_resource; vc4_draw_init(pctx); vc4_state_init(pctx); vc4_program_init(pctx); vc4_query_init(pctx); vc4_resource_context_init(pctx); vc4_job_init(vc4); vc4->fd = screen->fd; util_slab_create(&vc4->transfer_pool, sizeof(struct vc4_transfer), 16, UTIL_SLAB_SINGLETHREADED); vc4->blitter = util_blitter_create(pctx); if (!vc4->blitter) goto fail; vc4->primconvert = util_primconvert_create(pctx, (1 << PIPE_PRIM_QUADS) - 1); if (!vc4->primconvert) goto fail; vc4->uploader = u_upload_create(pctx, 16 * 1024, PIPE_BIND_INDEX_BUFFER, PIPE_USAGE_STREAM); vc4_debug |= saved_shaderdb_flag; vc4->sample_mask = (1 << VC4_MAX_SAMPLES) - 1; return &vc4->base; fail: pctx->destroy(pctx); return NULL; }
struct pipe_context * vc4_context_create(struct pipe_screen *pscreen, void *priv) { struct vc4_screen *screen = vc4_screen(pscreen); struct vc4_context *vc4; /* Prevent dumping of the shaders built during context setup. */ uint32_t saved_shaderdb_flag = vc4_debug & VC4_DEBUG_SHADERDB; vc4_debug &= ~VC4_DEBUG_SHADERDB; vc4 = rzalloc(NULL, struct vc4_context); if (vc4 == NULL) return NULL; struct pipe_context *pctx = &vc4->base; vc4->screen = screen; pctx->screen = pscreen; pctx->priv = priv; pctx->destroy = vc4_context_destroy; pctx->flush = vc4_pipe_flush; vc4_draw_init(pctx); vc4_state_init(pctx); vc4_program_init(pctx); vc4_query_init(pctx); vc4_resource_context_init(pctx); vc4_init_cl(vc4, &vc4->bcl); vc4_init_cl(vc4, &vc4->rcl); vc4_init_cl(vc4, &vc4->shader_rec); vc4_init_cl(vc4, &vc4->bo_handles); vc4->dirty = ~0; vc4->fd = screen->fd; util_slab_create(&vc4->transfer_pool, sizeof(struct vc4_transfer), 16, UTIL_SLAB_SINGLETHREADED); vc4->blitter = util_blitter_create(pctx); if (!vc4->blitter) goto fail; vc4->primconvert = util_primconvert_create(pctx, (1 << PIPE_PRIM_QUADS) - 1); if (!vc4->primconvert) goto fail; vc4_debug |= saved_shaderdb_flag; return &vc4->base; fail: pctx->destroy(pctx); return NULL; }