Esempio n. 1
0
static void
vmw_swc_destroy(struct svga_winsys_context *swc)
{
   struct vmw_svga_winsys_context *vswc = vmw_svga_winsys_context(swc);
   unsigned i;

   for(i = 0; i < vswc->surface.used; ++i) {
      struct vmw_ctx_validate_item *isurf = &vswc->surface.items[i];
      if (isurf->referenced)
         p_atomic_dec(&isurf->vsurf->validated);
      vmw_svga_winsys_surface_reference(&isurf->vsurf, NULL);
   }

   for(i = 0; i < vswc->shader.used; ++i) {
      struct vmw_ctx_validate_item *ishader = &vswc->shader.items[i];
      if (ishader->referenced)
         p_atomic_dec(&ishader->vshader->validated);
      vmw_svga_winsys_shader_reference(&ishader->vshader, NULL);
   }

   util_hash_table_destroy(vswc->hash);
   pb_validate_destroy(vswc->validate);
   vmw_ioctl_context_destroy(vswc->vws, swc->cid);
#ifdef DEBUG
   debug_flush_ctx_destroy(vswc->fctx);
#endif
   FREE(vswc);
}
Esempio n. 2
0
static void
vmw_swc_region_relocation(struct svga_winsys_context *swc,
                          struct SVGAGuestPtr *where,
                          struct svga_winsys_buffer *buffer,
                          uint32 offset,
                          unsigned flags)
{
   struct vmw_svga_winsys_context *vswc = vmw_svga_winsys_context(swc);
   struct vmw_buffer_relocation *reloc;

   assert(vswc->region.staged < vswc->region.reserved);

   reloc = &vswc->region.relocs[vswc->region.used + vswc->region.staged];
   reloc->region.where = where;

   /*
    * pb_validate holds a refcount to the buffer, so no need to
    * refcount it again in the relocation.
    */
   reloc->buffer = vmw_pb_buffer(buffer);
   reloc->offset = offset;
   reloc->is_mob = FALSE;
   ++vswc->region.staged;

   if (vmw_swc_add_validate_buffer(vswc, reloc->buffer, flags)) {
      vswc->seen_regions += reloc->buffer->size;
      if(vswc->seen_regions >= VMW_GMR_POOL_SIZE/5)
         vswc->preemptive_flush = TRUE;
   }

#ifdef DEBUG
   if (!(flags & SVGA_RELOC_INTERNAL))
      debug_flush_cb_reference(vswc->fctx, vmw_debug_flush_buf(buffer));
#endif
}
Esempio n. 3
0
static void
vmw_swc_commit(struct svga_winsys_context *swc)
{
   struct vmw_svga_winsys_context *vswc = vmw_svga_winsys_context(swc);

   assert(vswc->command.reserved);
   assert(vswc->command.used + vswc->command.reserved <= vswc->command.size);
   vswc->command.used += vswc->command.reserved;
   vswc->command.reserved = 0;

   assert(vswc->surface.staged <= vswc->surface.reserved);
   assert(vswc->surface.used + vswc->surface.staged <= vswc->surface.size);
   vswc->surface.used += vswc->surface.staged;
   vswc->surface.staged = 0;
   vswc->surface.reserved = 0;

   assert(vswc->shader.staged <= vswc->shader.reserved);
   assert(vswc->shader.used + vswc->shader.staged <= vswc->shader.size);
   vswc->shader.used += vswc->shader.staged;
   vswc->shader.staged = 0;
   vswc->shader.reserved = 0;

   assert(vswc->region.staged <= vswc->region.reserved);
   assert(vswc->region.used + vswc->region.staged <= vswc->region.size);
   vswc->region.used += vswc->region.staged;
   vswc->region.staged = 0;
   vswc->region.reserved = 0;
}
Esempio n. 4
0
/**
 * vmw_svga_winsys_vgpu10_shader_destroy - The winsys shader_destroy callback.
 *
 * @swc: The winsys context.
 * @shader: A shader structure previously allocated by shader_create.
 *
 * Frees the shader structure and the buffer holding the shader code.
 */
static void
vmw_svga_winsys_vgpu10_shader_destroy(struct svga_winsys_context *swc,
                                      struct svga_winsys_gb_shader *shader)
{
   struct vmw_svga_winsys_context *vswc = vmw_svga_winsys_context(swc);

   vmw_svga_winsys_shader_destroy(&vswc->vws->base, shader);
}
Esempio n. 5
0
/**
 * vmw_swc_surface_clear_reference - Clear referenced info for a surface
 *
 * @swc:   Pointer to an svga_winsys_context
 * @vsurf: Pointer to a vmw_svga_winsys_surface, the referenced info of which
 *         we want to clear
 *
 * This is primarily used by a discard surface map to indicate that the
 * surface data is no longer referenced by a draw call, and mapping it
 * should therefore no longer cause a flush.
 */
void
vmw_swc_surface_clear_reference(struct svga_winsys_context *swc,
                                struct vmw_svga_winsys_surface *vsurf)
{
   struct vmw_svga_winsys_context *vswc = vmw_svga_winsys_context(swc);
   struct vmw_ctx_validate_item *isrf =
      util_hash_table_get(vswc->hash, vsurf);

   if (isrf && isrf->referenced) {
      isrf->referenced = FALSE;
      p_atomic_dec(&vsurf->validated);
   }
}
Esempio n. 6
0
static void
vmw_swc_shader_relocation(struct svga_winsys_context *swc,
			  uint32 *shid,
			  uint32 *mobid,
			  uint32 *offset,
			  struct svga_winsys_gb_shader *shader,
                          unsigned flags)
{
   struct vmw_svga_winsys_context *vswc = vmw_svga_winsys_context(swc);
   struct vmw_winsys_screen *vws = vswc->vws;
   struct vmw_svga_winsys_shader *vshader;
   struct vmw_ctx_validate_item *ishader;

   if(!shader) {
      *shid = SVGA3D_INVALID_ID;
      return;
   }

   vshader = vmw_svga_winsys_shader(shader);

   if (!vws->base.have_vgpu10) {
      assert(vswc->shader.staged < vswc->shader.reserved);
      ishader = util_hash_table_get(vswc->hash, vshader);

      if (ishader == NULL) {
         ishader = &vswc->shader.items[vswc->shader.used + vswc->shader.staged];
         vmw_svga_winsys_shader_reference(&ishader->vshader, vshader);
         ishader->referenced = FALSE;
         /*
          * Note that a failure here may just fall back to unhashed behavior
          * and potentially cause unnecessary flushing, so ignore the
          * return code.
          */
         (void) util_hash_table_set(vswc->hash, vshader, ishader);
         ++vswc->shader.staged;
      }

      if (!ishader->referenced) {
         ishader->referenced = TRUE;
         p_atomic_inc(&vshader->validated);
      }
   }

   if (shid)
      *shid = vshader->shid;

   if (vshader->buf)
      vmw_swc_mob_relocation(swc, mobid, offset, vshader->buf,
			     0, SVGA_RELOC_READ);
}
Esempio n. 7
0
static void *
vmw_swc_reserve(struct svga_winsys_context *swc,
                uint32_t nr_bytes, uint32_t nr_relocs )
{
   struct vmw_svga_winsys_context *vswc = vmw_svga_winsys_context(swc);

#ifdef DEBUG
   /* Check if somebody forgot to check the previous failure */
   if(vswc->must_flush) {
      debug_printf("Forgot to flush:\n");
      debug_backtrace_dump(vswc->must_flush_stack, VMW_MUST_FLUSH_STACK);
      assert(!vswc->must_flush);
   }
   debug_flush_might_flush(vswc->fctx);
#endif

   assert(nr_bytes <= vswc->command.size);
   if(nr_bytes > vswc->command.size)
      return NULL;

   if(vswc->preemptive_flush ||
      vswc->command.used + nr_bytes > vswc->command.size ||
      vswc->surface.used + nr_relocs > vswc->surface.size ||
      vswc->shader.used + nr_relocs > vswc->shader.size ||
      vswc->region.used + nr_relocs > vswc->region.size) {
#ifdef DEBUG
      vswc->must_flush = TRUE;
      debug_backtrace_capture(vswc->must_flush_stack, 1,
                              VMW_MUST_FLUSH_STACK);
#endif
      return NULL;
   }

   assert(vswc->command.used + nr_bytes <= vswc->command.size);
   assert(vswc->surface.used + nr_relocs <= vswc->surface.size);
   assert(vswc->shader.used + nr_relocs <= vswc->shader.size);
   assert(vswc->region.used + nr_relocs <= vswc->region.size);
   
   vswc->command.reserved = nr_bytes;
   vswc->surface.reserved = nr_relocs;
   vswc->surface.staged = 0;
   vswc->shader.reserved = nr_relocs;
   vswc->shader.staged = 0;
   vswc->region.reserved = nr_relocs;
   vswc->region.staged = 0;
   
   return vswc->command.buffer + vswc->command.used;
}
Esempio n. 8
0
static void
vmw_swc_mob_relocation(struct svga_winsys_context *swc,
		       SVGAMobId *id,
		       uint32 *offset_into_mob,
		       struct svga_winsys_buffer *buffer,
		       uint32 offset,
		       unsigned flags)
{
   struct vmw_svga_winsys_context *vswc = vmw_svga_winsys_context(swc);
   struct vmw_buffer_relocation *reloc;
   struct pb_buffer *pb_buffer = vmw_pb_buffer(buffer);

   if (id) {
      assert(vswc->region.staged < vswc->region.reserved);

      reloc = &vswc->region.relocs[vswc->region.used + vswc->region.staged];
      reloc->mob.id = id;
      reloc->mob.offset_into_mob = offset_into_mob;

      /*
       * pb_validate holds a refcount to the buffer, so no need to
       * refcount it again in the relocation.
       */
      reloc->buffer = pb_buffer;
      reloc->offset = offset;
      reloc->is_mob = TRUE;
      ++vswc->region.staged;
   }

   if (vmw_swc_add_validate_buffer(vswc, pb_buffer, flags)) {
      vswc->seen_mobs += pb_buffer->size;

      if ((swc->hints & SVGA_HINT_FLAG_CAN_PRE_FLUSH) &&
          vswc->seen_mobs >=
            vswc->vws->ioctl.max_mob_memory / VMW_MAX_MOB_MEM_FACTOR)
         vswc->preemptive_flush = TRUE;
   }

#ifdef DEBUG
   if (!(flags & SVGA_RELOC_INTERNAL))
      debug_flush_cb_reference(vswc->fctx, vmw_debug_flush_buf(buffer));
#endif
}
Esempio n. 9
0
/**
 * vmw_svga_winsys_vgpu10_shader_screate - The winsys shader_crate callback
 *
 * @swc: The winsys context.
 * @shaderId: Previously allocated shader id.
 * @shaderType: The shader type.
 * @bytecode: The shader bytecode
 * @bytecodelen: The length of the bytecode.
 *
 * Creates an svga_winsys_gb_shader structure and allocates a buffer for the
 * shader code and copies the shader code into the buffer. Shader
 * resource creation is not done.
 */
static struct svga_winsys_gb_shader *
vmw_svga_winsys_vgpu10_shader_create(struct svga_winsys_context *swc,
                                     uint32 shaderId,
                                     SVGA3dShaderType shaderType,
                                     const uint32 *bytecode,
                                     uint32 bytecodeLen)
{
   struct vmw_svga_winsys_context *vswc = vmw_svga_winsys_context(swc);
   struct vmw_svga_winsys_shader *shader;
   struct svga_winsys_gb_shader *gb_shader =
      vmw_svga_winsys_shader_create(&vswc->vws->base, shaderType, bytecode,
                                    bytecodeLen);
   if (!gb_shader)
      return NULL;

   shader = vmw_svga_winsys_shader(gb_shader);
   shader->shid = shaderId;

   return gb_shader;
}
Esempio n. 10
0
static void
vmw_swc_surface_only_relocation(struct svga_winsys_context *swc,
				uint32 *where,
				struct vmw_svga_winsys_surface *vsurf,
				unsigned flags)
{
   struct vmw_svga_winsys_context *vswc = vmw_svga_winsys_context(swc);
   struct vmw_ctx_validate_item *isrf;

   assert(vswc->surface.staged < vswc->surface.reserved);
   isrf = util_hash_table_get(vswc->hash, vsurf);

   if (isrf == NULL) {
      isrf = &vswc->surface.items[vswc->surface.used + vswc->surface.staged];
      vmw_svga_winsys_surface_reference(&isrf->vsurf, vsurf);
      isrf->referenced = FALSE;
      /*
       * Note that a failure here may just fall back to unhashed behavior
       * and potentially cause unnecessary flushing, so ignore the
       * return code.
       */
      (void) util_hash_table_set(vswc->hash, vsurf, isrf);
      ++vswc->surface.staged;

      vswc->seen_surfaces += vsurf->size;
      if ((swc->hints & SVGA_HINT_FLAG_CAN_PRE_FLUSH) &&
          vswc->seen_surfaces >=
            vswc->vws->ioctl.max_surface_memory / VMW_MAX_SURF_MEM_FACTOR)
         vswc->preemptive_flush = TRUE;
   }

   if (!(flags & SVGA_RELOC_INTERNAL) && !isrf->referenced) {
      isrf->referenced = TRUE;
      p_atomic_inc(&vsurf->validated);
   }

   if (where)
      *where = vsurf->sid;
}
Esempio n. 11
0
static void
vmw_swc_mob_relocation(struct svga_winsys_context *swc,
		       SVGAMobId *id,
		       uint32 *offset_into_mob,
		       struct svga_winsys_buffer *buffer,
		       uint32 offset,
		       unsigned flags)
{
   struct vmw_svga_winsys_context *vswc = vmw_svga_winsys_context(swc);
   struct vmw_buffer_relocation *reloc;

   assert(vswc->region.staged < vswc->region.reserved);

   reloc = &vswc->region.relocs[vswc->region.used + vswc->region.staged];
   reloc->mob.id = id;
   reloc->mob.offset_into_mob = offset_into_mob;

   /*
    * pb_validate holds a refcount to the buffer, so no need to
    * refcount it again in the relocation.
    */
   reloc->buffer = vmw_pb_buffer(buffer);
   reloc->offset = offset;
   reloc->is_mob = TRUE;
   ++vswc->region.staged;

   if (vmw_swc_add_validate_buffer(vswc, reloc->buffer, flags)) {
      vswc->seen_mobs += reloc->buffer->size;
      /* divide by 5, tested for best performance */
      if (vswc->seen_mobs >= vswc->vws->ioctl.max_mob_memory / 5)
         vswc->preemptive_flush = TRUE;
   }

#ifdef DEBUG
   if (!(flags & SVGA_RELOC_INTERNAL))
      debug_flush_cb_reference(vswc->fctx, vmw_debug_flush_buf(buffer));
#endif
}
Esempio n. 12
0
static enum pipe_error
vmw_swc_flush(struct svga_winsys_context *swc,
              struct pipe_fence_handle **pfence)
{
   struct vmw_svga_winsys_context *vswc = vmw_svga_winsys_context(swc);
   struct pipe_fence_handle *fence = NULL;
   unsigned i;
   enum pipe_error ret;

   ret = pb_validate_validate(vswc->validate);
   assert(ret == PIPE_OK);
   if(ret == PIPE_OK) {
   
      /* Apply relocations */
      for(i = 0; i < vswc->region.used; ++i) {
         struct vmw_buffer_relocation *reloc = &vswc->region.relocs[i];
         struct SVGAGuestPtr ptr;

         if(!vmw_gmr_bufmgr_region_ptr(reloc->buffer, &ptr))
            assert(0);

         ptr.offset += reloc->offset;

	 if (reloc->is_mob) {
	    if (reloc->mob.id)
	       *reloc->mob.id = ptr.gmrId;
	    if (reloc->mob.offset_into_mob)
	       *reloc->mob.offset_into_mob = ptr.offset;
	    else {
	       assert(ptr.offset == 0);
	    }
	 } else
	    *reloc->region.where = ptr;
      }

      if (vswc->command.used || pfence != NULL)
         vmw_ioctl_command(vswc->vws,
			   vswc->base.cid,
			   0,
                           vswc->command.buffer,
                           vswc->command.used,
                           &fence);

      pb_validate_fence(vswc->validate, fence);
   }

   vswc->command.used = 0;
   vswc->command.reserved = 0;

   for(i = 0; i < vswc->surface.used + vswc->surface.staged; ++i) {
      struct vmw_ctx_validate_item *isurf = &vswc->surface.items[i];
      if (isurf->referenced)
         p_atomic_dec(&isurf->vsurf->validated);
      vmw_svga_winsys_surface_reference(&isurf->vsurf, NULL);
   }

   util_hash_table_clear(vswc->hash);
   vswc->surface.used = 0;
   vswc->surface.reserved = 0;

   for(i = 0; i < vswc->shader.used + vswc->shader.staged; ++i) {
      struct vmw_ctx_validate_item *ishader = &vswc->shader.items[i];
      if (ishader->referenced)
         p_atomic_dec(&ishader->vshader->validated);
      vmw_svga_winsys_shader_reference(&ishader->vshader, NULL);
   }

   vswc->shader.used = 0;
   vswc->shader.reserved = 0;

   vswc->region.used = 0;
   vswc->region.reserved = 0;

#ifdef DEBUG
   vswc->must_flush = FALSE;
   debug_flush_flush(vswc->fctx);
#endif
   vswc->preemptive_flush = FALSE;
   vswc->seen_surfaces = 0;
   vswc->seen_regions = 0;
   vswc->seen_mobs = 0;

   if(pfence)
      vmw_fence_reference(vswc->vws, pfence, fence);

   vmw_fence_reference(vswc->vws, &fence, NULL);

   return ret;
}