예제 #1
0
파일: vmw_context.c 프로젝트: dumbbell/mesa
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);
}
예제 #2
0
void
vmw_svga_winsys_shader_destroy(struct svga_winsys_screen *sws,
			       struct svga_winsys_gb_shader *shader)
{
   struct vmw_svga_winsys_shader *d_shader =
      vmw_svga_winsys_shader(shader);

   vmw_svga_winsys_shader_reference(&d_shader, NULL);
}
예제 #3
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);
}
예제 #4
0
파일: vmw_context.c 프로젝트: dumbbell/mesa
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;
}