ecore_wl2: Add dmabuf allocations for vc4

This should theoretically be better for software rendering on rpi3 since
it allows the compositor to use our sw rendered buffers as a texture.
This commit is contained in:
Derek Foreman 2017-11-21 16:29:55 -06:00
parent 78664198bd
commit cf605549c5
3 changed files with 440 additions and 1 deletions

View File

@ -24,6 +24,7 @@ static_libs/libdrm/exynos_drm.h \
static_libs/libdrm/exynos_drmif.h \
static_libs/libdrm/i915_drm.h \
static_libs/libdrm/intel_bufmgr.h \
static_libs/libdrm/vc4_drm.h \
static_libs/libdrm/LICENSE

View File

@ -11,10 +11,11 @@
#include <drm_fourcc.h>
#include <intel_bufmgr.h>
#include <i915_drm.h>
#include <vc4_drm.h>
#include <exynos_drm.h>
#include <exynos_drmif.h>
#include <sys/mman.h>
#include <sys/ioctl.h>
#include "linux-dmabuf-unstable-v1-client-protocol.h"
@ -397,6 +398,140 @@ _wl_shm_buffer_manager_setup(int fd EINA_UNUSED)
return EINA_TRUE;
}
struct internal_vc4_bo
{
__u32 handle;
int size;
int fd;
};
static int
align(int v, int a)
{
return (v + a - 1) & ~((uint64_t)a - 1);
}
static Buffer_Handle *
_vc4_alloc(Buffer_Manager *self EINA_UNUSED, const char *name EINA_UNUSED, int w, int h, unsigned long *stride, int32_t *fd)
{
struct drm_vc4_create_bo bo;
struct internal_vc4_bo *obo;
struct drm_gem_close cl;
size_t size;
int ret;
obo = malloc(sizeof(struct internal_vc4_bo));
if (!obo) return NULL;
*stride = align(w * 4, 16);
size = *stride * h;
memset(&bo, 0, sizeof(bo));
bo.size = size;
ret = ioctl(drm_fd, DRM_IOCTL_VC4_CREATE_BO, &bo);
if (ret) return NULL;
obo->handle = bo.handle;
obo->size = size;
/* First try to allocate an mmapable buffer with O_RDWR,
* if that fails retry unmappable - if the compositor is
* using GL it won't need to mmap the buffer and this can
* work - otherwise it'll reject this buffer and we'll
* have to fall back to shm rendering.
*/
if (sym_drmPrimeHandleToFD(drm_fd, bo.handle,
DRM_CLOEXEC | O_RDWR, fd) != 0)
if (sym_drmPrimeHandleToFD(drm_fd, bo.handle,
DRM_CLOEXEC, fd) != 0) goto err;
obo->fd = *fd;
return (Buffer_Handle *)obo;
err:
memset(&cl, 0, sizeof(cl));
cl.handle = bo.handle;
ioctl(drm_fd, DRM_IOCTL_GEM_CLOSE, &cl);
return NULL;
}
static void *
_vc4_map(Ecore_Wl2_Buffer *buf)
{
struct drm_vc4_mmap_bo map;
struct internal_vc4_bo *bo;
void *ptr;
int ret;
bo = (struct internal_vc4_bo *)buf->bh;
memset(&map, 0, sizeof(map));
map.handle = bo->handle;
ret = ioctl(drm_fd, DRM_IOCTL_VC4_MMAP_BO, &map);
if (ret) return NULL;
ptr = mmap(NULL, bo->size, PROT_READ | PROT_WRITE, MAP_SHARED, drm_fd,
map.offset);
if (ptr == MAP_FAILED) return NULL;
return ptr;
}
static void
_vc4_unmap(Ecore_Wl2_Buffer *buf)
{
struct internal_vc4_bo *bo;
bo = (struct internal_vc4_bo *)buf->bh;
munmap(buf->mapping, bo->size);
}
static void
_vc4_discard(Ecore_Wl2_Buffer *buf)
{
struct drm_gem_close cl;
struct internal_vc4_bo *bo;
bo = (struct internal_vc4_bo *)buf->bh;
memset(&cl, 0, sizeof(cl));
cl.handle = bo->handle;
ioctl(drm_fd, DRM_IOCTL_GEM_CLOSE, &cl);
}
static Eina_Bool
_vc4_buffer_manager_setup(int fd)
{
struct drm_gem_close cl;
struct drm_vc4_create_bo bo;
Eina_Bool fail = EINA_FALSE;
void *drm_lib;
memset(&bo, 0, sizeof(bo));
bo.size = 32;
if (ioctl(fd, DRM_IOCTL_VC4_CREATE_BO, &bo)) return EINA_FALSE;
memset(&cl, 0, sizeof(cl));
cl.handle = bo.handle;
ioctl(fd, DRM_IOCTL_GEM_CLOSE, &cl);
drm_lib = dlopen("libdrm.so", RTLD_LAZY | RTLD_GLOBAL);
if (!drm_lib) return EINA_FALSE;
SYM(drm_lib, drmPrimeHandleToFD);
if (fail) goto err;
buffer_manager->alloc = _vc4_alloc;
buffer_manager->to_buffer = _evas_dmabuf_wl_buffer_from_dmabuf;
buffer_manager->map = _vc4_map;
buffer_manager->unmap = _vc4_unmap;
buffer_manager->discard = _vc4_discard;
buffer_manager->manager_destroy = NULL;
buffer_manager->dl_handle = drm_lib;
return EINA_TRUE;
err:
dlclose(drm_lib);
return EINA_FALSE;
}
EAPI Eina_Bool
ecore_wl2_buffer_init(Ecore_Wl2_Display *ewd, Ecore_Wl2_Buffer_Type types)
{
@ -421,6 +556,7 @@ ecore_wl2_buffer_init(Ecore_Wl2_Display *ewd, Ecore_Wl2_Buffer_Type types)
success = _intel_buffer_manager_setup(fd);
if (!success) success = _exynos_buffer_manager_setup(fd);
if (!success) success = _vc4_buffer_manager_setup(fd);
}
if (!success) success = shm && _wl_shm_buffer_manager_setup(0);
if (!success) goto err_bm;

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@ -0,0 +1,302 @@
/*
* Copyright © 2014-2015 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.
*/
#ifndef _VC4_DRM_H_
#define _VC4_DRM_H_
#include "drm.h"
#if defined(__cplusplus)
extern "C" {
#endif
#define DRM_VC4_SUBMIT_CL 0x00
#define DRM_VC4_WAIT_SEQNO 0x01
#define DRM_VC4_WAIT_BO 0x02
#define DRM_VC4_CREATE_BO 0x03
#define DRM_VC4_MMAP_BO 0x04
#define DRM_VC4_CREATE_SHADER_BO 0x05
#define DRM_VC4_GET_HANG_STATE 0x06
#define DRM_VC4_GET_PARAM 0x07
#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
#define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
#define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
#define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
struct drm_vc4_submit_rcl_surface {
__u32 hindex; /* Handle index, or ~0 if not present. */
__u32 offset; /* Offset to start of buffer. */
/*
* Bits for either render config (color_write) or load/store packet.
* Bits should all be 0 for MSAA load/stores.
*/
__u16 bits;
#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0)
__u16 flags;
};
/**
* struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
* engine.
*
* Drivers typically use GPU BOs to store batchbuffers / command lists and
* their associated state. However, because the VC4 lacks an MMU, we have to
* do validation of memory accesses by the GPU commands. If we were to store
* our commands in BOs, we'd need to do uncached readback from them to do the
* validation process, which is too expensive. Instead, userspace accumulates
* commands and associated state in plain memory, then the kernel copies the
* data to its own address space, and then validates and stores it in a GPU
* BO.
*/
struct drm_vc4_submit_cl {
/* Pointer to the binner command list.
*
* This is the first set of commands executed, which runs the
* coordinate shader to determine where primitives land on the screen,
* then writes out the state updates and draw calls necessary per tile
* to the tile allocation BO.
*/
__u64 bin_cl;
/* Pointer to the shader records.
*
* Shader records are the structures read by the hardware that contain
* pointers to uniforms, shaders, and vertex attributes. The
* reference to the shader record has enough information to determine
* how many pointers are necessary (fixed number for shaders/uniforms,
* and an attribute count), so those BO indices into bo_handles are
* just stored as __u32s before each shader record passed in.
*/
__u64 shader_rec;
/* Pointer to uniform data and texture handles for the textures
* referenced by the shader.
*
* For each shader state record, there is a set of uniform data in the
* order referenced by the record (FS, VS, then CS). Each set of
* uniform data has a __u32 index into bo_handles per texture
* sample operation, in the order the QPU_W_TMUn_S writes appear in
* the program. Following the texture BO handle indices is the actual
* uniform data.
*
* The individual uniform state blocks don't have sizes passed in,
* because the kernel has to determine the sizes anyway during shader
* code validation.
*/
__u64 uniforms;
__u64 bo_handles;
/* Size in bytes of the binner command list. */
__u32 bin_cl_size;
/* Size in bytes of the set of shader records. */
__u32 shader_rec_size;
/* Number of shader records.
*
* This could just be computed from the contents of shader_records and
* the address bits of references to them from the bin CL, but it
* keeps the kernel from having to resize some allocations it makes.
*/
__u32 shader_rec_count;
/* Size in bytes of the uniform state. */
__u32 uniforms_size;
/* Number of BO handles passed in (size is that times 4). */
__u32 bo_handle_count;
/* RCL setup: */
__u16 width;
__u16 height;
__u8 min_x_tile;
__u8 min_y_tile;
__u8 max_x_tile;
__u8 max_y_tile;
struct drm_vc4_submit_rcl_surface color_read;
struct drm_vc4_submit_rcl_surface color_write;
struct drm_vc4_submit_rcl_surface zs_read;
struct drm_vc4_submit_rcl_surface zs_write;
struct drm_vc4_submit_rcl_surface msaa_color_write;
struct drm_vc4_submit_rcl_surface msaa_zs_write;
__u32 clear_color[2];
__u32 clear_z;
__u8 clear_s;
__u32 pad:24;
#define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
__u32 flags;
/* Returned value of the seqno of this render job (for the
* wait ioctl).
*/
__u64 seqno;
};
/**
* struct drm_vc4_wait_seqno - ioctl argument for waiting for
* DRM_VC4_SUBMIT_CL completion using its returned seqno.
*
* timeout_ns is the timeout in nanoseconds, where "0" means "don't
* block, just return the status."
*/
struct drm_vc4_wait_seqno {
__u64 seqno;
__u64 timeout_ns;
};
/**
* struct drm_vc4_wait_bo - ioctl argument for waiting for
* completion of the last DRM_VC4_SUBMIT_CL on a BO.
*
* This is useful for cases where multiple processes might be
* rendering to a BO and you want to wait for all rendering to be
* completed.
*/
struct drm_vc4_wait_bo {
__u32 handle;
__u32 pad;
__u64 timeout_ns;
};
/**
* struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
*
* There are currently no values for the flags argument, but it may be
* used in a future extension.
*/
struct drm_vc4_create_bo {
__u32 size;
__u32 flags;
/** Returned GEM handle for the BO. */
__u32 handle;
__u32 pad;
};
/**
* struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
*
* This doesn't actually perform an mmap. Instead, it returns the
* offset you need to use in an mmap on the DRM device node. This
* means that tools like valgrind end up knowing about the mapped
* memory.
*
* There are currently no values for the flags argument, but it may be
* used in a future extension.
*/
struct drm_vc4_mmap_bo {
/** Handle for the object being mapped. */
__u32 handle;
__u32 flags;
/** offset into the drm node to use for subsequent mmap call. */
__u64 offset;
};
/**
* struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
* shader BOs.
*
* Since allowing a shader to be overwritten while it's also being
* executed from would allow privlege escalation, shaders must be
* created using this ioctl, and they can't be mmapped later.
*/
struct drm_vc4_create_shader_bo {
/* Size of the data argument. */
__u32 size;
/* Flags, currently must be 0. */
__u32 flags;
/* Pointer to the data. */
__u64 data;
/** Returned GEM handle for the BO. */
__u32 handle;
/* Pad, must be 0. */
__u32 pad;
};
struct drm_vc4_get_hang_state_bo {
__u32 handle;
__u32 paddr;
__u32 size;
__u32 pad;
};
/**
* struct drm_vc4_hang_state - ioctl argument for collecting state
* from a GPU hang for analysis.
*/
struct drm_vc4_get_hang_state {
/** Pointer to array of struct drm_vc4_get_hang_state_bo. */
__u64 bo;
/**
* On input, the size of the bo array. Output is the number
* of bos to be returned.
*/
__u32 bo_count;
__u32 start_bin, start_render;
__u32 ct0ca, ct0ea;
__u32 ct1ca, ct1ea;
__u32 ct0cs, ct1cs;
__u32 ct0ra0, ct1ra0;
__u32 bpca, bpcs;
__u32 bpoa, bpos;
__u32 vpmbase;
__u32 dbge;
__u32 fdbgo;
__u32 fdbgb;
__u32 fdbgr;
__u32 fdbgs;
__u32 errstat;
/* Pad that we may save more registers into in the future. */
__u32 pad[16];
};
#define DRM_VC4_PARAM_V3D_IDENT0 0
#define DRM_VC4_PARAM_V3D_IDENT1 1
#define DRM_VC4_PARAM_V3D_IDENT2 2
#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
#define DRM_VC4_PARAM_SUPPORTS_ETC1 4
#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5
struct drm_vc4_get_param {
__u32 param;
__u32 pad;
__u64 value;
};
#if defined(__cplusplus)
}
#endif
#endif /* _VC4_DRM_H_ */