269 lines
8.5 KiB
C
269 lines
8.5 KiB
C
/**********************************************************
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* Copyright 2008-2009 VMware, Inc. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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**********************************************************/
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#include "pipe/p_state.h"
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#include "pipe/p_context.h"
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#include "util/u_memory.h"
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#include "svga_cmd.h"
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#include "svga_context.h"
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#include "svga_screen.h"
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#include "svga_resource_buffer.h"
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#include "svga_winsys.h"
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#include "svga_debug.h"
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/* Fixme: want a public base class for all pipe structs, even if there
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* isn't much in them.
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*/
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struct pipe_query {
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int dummy;
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};
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struct svga_query {
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struct pipe_query base;
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SVGA3dQueryType type;
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struct svga_winsys_buffer *hwbuf;
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volatile SVGA3dQueryResult *queryResult;
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struct pipe_fence_handle *fence;
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};
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/***********************************************************************
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* Inline conversion functions. These are better-typed than the
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* macros used previously:
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*/
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static INLINE struct svga_query *
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svga_query( struct pipe_query *q )
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{
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return (struct svga_query *)q;
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}
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static boolean svga_get_query_result(struct pipe_context *pipe,
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struct pipe_query *q,
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boolean wait,
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union pipe_query_result *result);
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static struct pipe_query *svga_create_query( struct pipe_context *pipe,
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unsigned query_type )
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{
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struct svga_context *svga = svga_context( pipe );
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struct svga_screen *svgascreen = svga_screen(pipe->screen);
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struct svga_winsys_screen *sws = svgascreen->sws;
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struct svga_query *sq;
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SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__);
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sq = CALLOC_STRUCT(svga_query);
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if (!sq)
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goto no_sq;
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sq->type = SVGA3D_QUERYTYPE_OCCLUSION;
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sq->hwbuf = svga_winsys_buffer_create(svga,
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1,
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SVGA_BUFFER_USAGE_PINNED,
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sizeof *sq->queryResult);
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if(!sq->hwbuf)
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goto no_hwbuf;
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sq->queryResult = (SVGA3dQueryResult *)sws->buffer_map(sws,
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sq->hwbuf,
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PIPE_TRANSFER_WRITE);
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if(!sq->queryResult)
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goto no_query_result;
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sq->queryResult->totalSize = sizeof *sq->queryResult;
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sq->queryResult->state = SVGA3D_QUERYSTATE_NEW;
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/*
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* We request the buffer to be pinned and assume it is always mapped.
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*
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* The reason is that we don't want to wait for fences when checking the
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* query status.
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*/
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sws->buffer_unmap(sws, sq->hwbuf);
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return &sq->base;
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no_query_result:
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sws->buffer_destroy(sws, sq->hwbuf);
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no_hwbuf:
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FREE(sq);
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no_sq:
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return NULL;
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}
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static void svga_destroy_query(struct pipe_context *pipe,
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struct pipe_query *q)
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{
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struct svga_screen *svgascreen = svga_screen(pipe->screen);
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struct svga_winsys_screen *sws = svgascreen->sws;
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struct svga_query *sq = svga_query( q );
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SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__);
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sws->buffer_destroy(sws, sq->hwbuf);
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sws->fence_reference(sws, &sq->fence, NULL);
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FREE(sq);
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}
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static void svga_begin_query(struct pipe_context *pipe,
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struct pipe_query *q)
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{
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struct svga_screen *svgascreen = svga_screen(pipe->screen);
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struct svga_winsys_screen *sws = svgascreen->sws;
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struct svga_context *svga = svga_context( pipe );
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struct svga_query *sq = svga_query( q );
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enum pipe_error ret;
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SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__);
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assert(!svga->sq);
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/* Need to flush out buffered drawing commands so that they don't
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* get counted in the query results.
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*/
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svga_hwtnl_flush_retry(svga);
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if(sq->queryResult->state == SVGA3D_QUERYSTATE_PENDING) {
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/* The application doesn't care for the pending query result. We cannot
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* let go the existing buffer and just get a new one because its storage
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* may be reused for other purposes and clobbered by the host when it
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* determines the query result. So the only option here is to wait for
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* the existing query's result -- not a big deal, given that no sane
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* application would do this.
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*/
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uint64_t result;
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svga_get_query_result(pipe, q, TRUE, (void*)&result);
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assert(sq->queryResult->state != SVGA3D_QUERYSTATE_PENDING);
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}
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sq->queryResult->state = SVGA3D_QUERYSTATE_NEW;
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sws->fence_reference(sws, &sq->fence, NULL);
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ret = SVGA3D_BeginQuery(svga->swc, sq->type);
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if(ret != PIPE_OK) {
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svga_context_flush(svga, NULL);
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ret = SVGA3D_BeginQuery(svga->swc, sq->type);
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assert(ret == PIPE_OK);
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}
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svga->sq = sq;
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}
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static void svga_end_query(struct pipe_context *pipe,
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struct pipe_query *q)
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{
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struct svga_context *svga = svga_context( pipe );
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struct svga_query *sq = svga_query( q );
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enum pipe_error ret;
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SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__);
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assert(svga->sq == sq);
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svga_hwtnl_flush_retry(svga);
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/* Set to PENDING before sending EndQuery. */
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sq->queryResult->state = SVGA3D_QUERYSTATE_PENDING;
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ret = SVGA3D_EndQuery( svga->swc, sq->type, sq->hwbuf);
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if(ret != PIPE_OK) {
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svga_context_flush(svga, NULL);
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ret = SVGA3D_EndQuery( svga->swc, sq->type, sq->hwbuf);
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assert(ret == PIPE_OK);
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}
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/* TODO: Delay flushing. We don't really need to flush here, just ensure
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* that there is one flush before svga_get_query_result attempts to get the
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* result */
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svga_context_flush(svga, NULL);
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svga->sq = NULL;
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}
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static boolean svga_get_query_result(struct pipe_context *pipe,
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struct pipe_query *q,
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boolean wait,
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union pipe_query_result *vresult)
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{
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struct svga_context *svga = svga_context( pipe );
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struct svga_screen *svgascreen = svga_screen( pipe->screen );
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struct svga_winsys_screen *sws = svgascreen->sws;
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struct svga_query *sq = svga_query( q );
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SVGA3dQueryState state;
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uint64_t *result = (uint64_t*)vresult;
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SVGA_DBG(DEBUG_QUERY, "%s wait: %d\n", __FUNCTION__);
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/* The query status won't be updated by the host unless
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* SVGA_3D_CMD_WAIT_FOR_QUERY is emitted. Unfortunately this will cause a
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* synchronous wait on the host */
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if(!sq->fence) {
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enum pipe_error ret;
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ret = SVGA3D_WaitForQuery( svga->swc, sq->type, sq->hwbuf);
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if(ret != PIPE_OK) {
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svga_context_flush(svga, NULL);
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ret = SVGA3D_WaitForQuery( svga->swc, sq->type, sq->hwbuf);
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assert(ret == PIPE_OK);
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}
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svga_context_flush(svga, &sq->fence);
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assert(sq->fence);
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}
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state = sq->queryResult->state;
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if(state == SVGA3D_QUERYSTATE_PENDING) {
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if(!wait)
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return FALSE;
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sws->fence_finish(sws, sq->fence, SVGA_FENCE_FLAG_QUERY);
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state = sq->queryResult->state;
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}
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assert(state == SVGA3D_QUERYSTATE_SUCCEEDED ||
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state == SVGA3D_QUERYSTATE_FAILED);
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*result = (uint64_t)sq->queryResult->result32;
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SVGA_DBG(DEBUG_QUERY, "%s result %d\n", __FUNCTION__, (unsigned)*result);
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return TRUE;
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}
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void svga_init_query_functions( struct svga_context *svga )
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{
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svga->pipe.create_query = svga_create_query;
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svga->pipe.destroy_query = svga_destroy_query;
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svga->pipe.begin_query = svga_begin_query;
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svga->pipe.end_query = svga_end_query;
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svga->pipe.get_query_result = svga_get_query_result;
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}
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