forked from enlightenment/efl
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:
parent
78664198bd
commit
cf605549c5
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@ -24,6 +24,7 @@ static_libs/libdrm/exynos_drm.h \
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static_libs/libdrm/exynos_drmif.h \
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static_libs/libdrm/i915_drm.h \
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static_libs/libdrm/intel_bufmgr.h \
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static_libs/libdrm/vc4_drm.h \
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static_libs/libdrm/LICENSE
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@ -11,10 +11,11 @@
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#include <drm_fourcc.h>
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#include <intel_bufmgr.h>
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#include <i915_drm.h>
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#include <vc4_drm.h>
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#include <exynos_drm.h>
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#include <exynos_drmif.h>
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#include <sys/mman.h>
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#include <sys/ioctl.h>
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#include "linux-dmabuf-unstable-v1-client-protocol.h"
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@ -397,6 +398,140 @@ _wl_shm_buffer_manager_setup(int fd EINA_UNUSED)
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return EINA_TRUE;
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}
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struct internal_vc4_bo
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{
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__u32 handle;
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int size;
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int fd;
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};
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static int
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align(int v, int a)
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{
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return (v + a - 1) & ~((uint64_t)a - 1);
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}
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static Buffer_Handle *
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_vc4_alloc(Buffer_Manager *self EINA_UNUSED, const char *name EINA_UNUSED, int w, int h, unsigned long *stride, int32_t *fd)
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{
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struct drm_vc4_create_bo bo;
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struct internal_vc4_bo *obo;
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struct drm_gem_close cl;
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size_t size;
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int ret;
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obo = malloc(sizeof(struct internal_vc4_bo));
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if (!obo) return NULL;
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*stride = align(w * 4, 16);
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size = *stride * h;
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memset(&bo, 0, sizeof(bo));
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bo.size = size;
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ret = ioctl(drm_fd, DRM_IOCTL_VC4_CREATE_BO, &bo);
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if (ret) return NULL;
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obo->handle = bo.handle;
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obo->size = size;
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/* First try to allocate an mmapable buffer with O_RDWR,
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* if that fails retry unmappable - if the compositor is
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* using GL it won't need to mmap the buffer and this can
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* work - otherwise it'll reject this buffer and we'll
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* have to fall back to shm rendering.
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*/
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if (sym_drmPrimeHandleToFD(drm_fd, bo.handle,
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DRM_CLOEXEC | O_RDWR, fd) != 0)
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if (sym_drmPrimeHandleToFD(drm_fd, bo.handle,
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DRM_CLOEXEC, fd) != 0) goto err;
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obo->fd = *fd;
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return (Buffer_Handle *)obo;
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err:
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memset(&cl, 0, sizeof(cl));
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cl.handle = bo.handle;
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ioctl(drm_fd, DRM_IOCTL_GEM_CLOSE, &cl);
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return NULL;
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}
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static void *
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_vc4_map(Ecore_Wl2_Buffer *buf)
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{
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struct drm_vc4_mmap_bo map;
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struct internal_vc4_bo *bo;
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void *ptr;
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int ret;
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bo = (struct internal_vc4_bo *)buf->bh;
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memset(&map, 0, sizeof(map));
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map.handle = bo->handle;
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ret = ioctl(drm_fd, DRM_IOCTL_VC4_MMAP_BO, &map);
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if (ret) return NULL;
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ptr = mmap(NULL, bo->size, PROT_READ | PROT_WRITE, MAP_SHARED, drm_fd,
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map.offset);
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if (ptr == MAP_FAILED) return NULL;
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return ptr;
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}
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static void
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_vc4_unmap(Ecore_Wl2_Buffer *buf)
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{
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struct internal_vc4_bo *bo;
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bo = (struct internal_vc4_bo *)buf->bh;
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munmap(buf->mapping, bo->size);
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}
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static void
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_vc4_discard(Ecore_Wl2_Buffer *buf)
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{
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struct drm_gem_close cl;
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struct internal_vc4_bo *bo;
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bo = (struct internal_vc4_bo *)buf->bh;
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memset(&cl, 0, sizeof(cl));
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cl.handle = bo->handle;
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ioctl(drm_fd, DRM_IOCTL_GEM_CLOSE, &cl);
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}
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static Eina_Bool
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_vc4_buffer_manager_setup(int fd)
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{
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struct drm_gem_close cl;
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struct drm_vc4_create_bo bo;
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Eina_Bool fail = EINA_FALSE;
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void *drm_lib;
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memset(&bo, 0, sizeof(bo));
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bo.size = 32;
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if (ioctl(fd, DRM_IOCTL_VC4_CREATE_BO, &bo)) return EINA_FALSE;
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memset(&cl, 0, sizeof(cl));
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cl.handle = bo.handle;
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ioctl(fd, DRM_IOCTL_GEM_CLOSE, &cl);
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drm_lib = dlopen("libdrm.so", RTLD_LAZY | RTLD_GLOBAL);
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if (!drm_lib) return EINA_FALSE;
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SYM(drm_lib, drmPrimeHandleToFD);
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if (fail) goto err;
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buffer_manager->alloc = _vc4_alloc;
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buffer_manager->to_buffer = _evas_dmabuf_wl_buffer_from_dmabuf;
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buffer_manager->map = _vc4_map;
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buffer_manager->unmap = _vc4_unmap;
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buffer_manager->discard = _vc4_discard;
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buffer_manager->manager_destroy = NULL;
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buffer_manager->dl_handle = drm_lib;
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return EINA_TRUE;
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err:
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dlclose(drm_lib);
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return EINA_FALSE;
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}
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EAPI Eina_Bool
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ecore_wl2_buffer_init(Ecore_Wl2_Display *ewd, Ecore_Wl2_Buffer_Type types)
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{
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success = _intel_buffer_manager_setup(fd);
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if (!success) success = _exynos_buffer_manager_setup(fd);
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if (!success) success = _vc4_buffer_manager_setup(fd);
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}
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if (!success) success = shm && _wl_shm_buffer_manager_setup(0);
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if (!success) goto err_bm;
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@ -0,0 +1,302 @@
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/*
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* Copyright © 2014-2015 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is 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 (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef _VC4_DRM_H_
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#define _VC4_DRM_H_
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#include "drm.h"
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#if defined(__cplusplus)
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extern "C" {
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#endif
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#define DRM_VC4_SUBMIT_CL 0x00
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#define DRM_VC4_WAIT_SEQNO 0x01
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#define DRM_VC4_WAIT_BO 0x02
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#define DRM_VC4_CREATE_BO 0x03
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#define DRM_VC4_MMAP_BO 0x04
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#define DRM_VC4_CREATE_SHADER_BO 0x05
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#define DRM_VC4_GET_HANG_STATE 0x06
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#define DRM_VC4_GET_PARAM 0x07
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#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
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#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
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#define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
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#define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
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#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
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#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
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#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
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#define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
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struct drm_vc4_submit_rcl_surface {
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__u32 hindex; /* Handle index, or ~0 if not present. */
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__u32 offset; /* Offset to start of buffer. */
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/*
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* Bits for either render config (color_write) or load/store packet.
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* Bits should all be 0 for MSAA load/stores.
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*/
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__u16 bits;
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#define VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES (1 << 0)
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__u16 flags;
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};
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/**
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* struct drm_vc4_submit_cl - ioctl argument for submitting commands to the 3D
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* engine.
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*
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* Drivers typically use GPU BOs to store batchbuffers / command lists and
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* their associated state. However, because the VC4 lacks an MMU, we have to
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* do validation of memory accesses by the GPU commands. If we were to store
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* our commands in BOs, we'd need to do uncached readback from them to do the
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* validation process, which is too expensive. Instead, userspace accumulates
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* commands and associated state in plain memory, then the kernel copies the
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* data to its own address space, and then validates and stores it in a GPU
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* BO.
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*/
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struct drm_vc4_submit_cl {
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/* Pointer to the binner command list.
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*
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* This is the first set of commands executed, which runs the
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* coordinate shader to determine where primitives land on the screen,
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* then writes out the state updates and draw calls necessary per tile
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* to the tile allocation BO.
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*/
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__u64 bin_cl;
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/* Pointer to the shader records.
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*
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* Shader records are the structures read by the hardware that contain
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* pointers to uniforms, shaders, and vertex attributes. The
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* reference to the shader record has enough information to determine
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* how many pointers are necessary (fixed number for shaders/uniforms,
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* and an attribute count), so those BO indices into bo_handles are
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* just stored as __u32s before each shader record passed in.
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*/
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__u64 shader_rec;
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/* Pointer to uniform data and texture handles for the textures
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* referenced by the shader.
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*
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* For each shader state record, there is a set of uniform data in the
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* order referenced by the record (FS, VS, then CS). Each set of
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* uniform data has a __u32 index into bo_handles per texture
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* sample operation, in the order the QPU_W_TMUn_S writes appear in
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* the program. Following the texture BO handle indices is the actual
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* uniform data.
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*
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* The individual uniform state blocks don't have sizes passed in,
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* because the kernel has to determine the sizes anyway during shader
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* code validation.
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*/
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__u64 uniforms;
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__u64 bo_handles;
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/* Size in bytes of the binner command list. */
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__u32 bin_cl_size;
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/* Size in bytes of the set of shader records. */
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__u32 shader_rec_size;
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/* Number of shader records.
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*
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* This could just be computed from the contents of shader_records and
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* the address bits of references to them from the bin CL, but it
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* keeps the kernel from having to resize some allocations it makes.
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*/
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__u32 shader_rec_count;
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/* Size in bytes of the uniform state. */
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__u32 uniforms_size;
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/* Number of BO handles passed in (size is that times 4). */
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__u32 bo_handle_count;
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/* RCL setup: */
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__u16 width;
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__u16 height;
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__u8 min_x_tile;
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__u8 min_y_tile;
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__u8 max_x_tile;
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__u8 max_y_tile;
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struct drm_vc4_submit_rcl_surface color_read;
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struct drm_vc4_submit_rcl_surface color_write;
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struct drm_vc4_submit_rcl_surface zs_read;
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struct drm_vc4_submit_rcl_surface zs_write;
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struct drm_vc4_submit_rcl_surface msaa_color_write;
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struct drm_vc4_submit_rcl_surface msaa_zs_write;
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__u32 clear_color[2];
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__u32 clear_z;
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__u8 clear_s;
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__u32 pad:24;
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#define VC4_SUBMIT_CL_USE_CLEAR_COLOR (1 << 0)
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__u32 flags;
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/* Returned value of the seqno of this render job (for the
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* wait ioctl).
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*/
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__u64 seqno;
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};
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/**
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* struct drm_vc4_wait_seqno - ioctl argument for waiting for
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* DRM_VC4_SUBMIT_CL completion using its returned seqno.
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*
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* timeout_ns is the timeout in nanoseconds, where "0" means "don't
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* block, just return the status."
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*/
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struct drm_vc4_wait_seqno {
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__u64 seqno;
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__u64 timeout_ns;
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};
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/**
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* struct drm_vc4_wait_bo - ioctl argument for waiting for
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* completion of the last DRM_VC4_SUBMIT_CL on a BO.
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*
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* This is useful for cases where multiple processes might be
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* rendering to a BO and you want to wait for all rendering to be
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* completed.
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*/
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struct drm_vc4_wait_bo {
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__u32 handle;
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__u32 pad;
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__u64 timeout_ns;
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};
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/**
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* struct drm_vc4_create_bo - ioctl argument for creating VC4 BOs.
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*
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* There are currently no values for the flags argument, but it may be
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* used in a future extension.
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*/
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struct drm_vc4_create_bo {
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__u32 size;
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__u32 flags;
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/** Returned GEM handle for the BO. */
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__u32 handle;
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__u32 pad;
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};
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/**
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* struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
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*
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* This doesn't actually perform an mmap. Instead, it returns the
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* offset you need to use in an mmap on the DRM device node. This
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* means that tools like valgrind end up knowing about the mapped
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* memory.
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*
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* There are currently no values for the flags argument, but it may be
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* used in a future extension.
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*/
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struct drm_vc4_mmap_bo {
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/** Handle for the object being mapped. */
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__u32 handle;
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__u32 flags;
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/** offset into the drm node to use for subsequent mmap call. */
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__u64 offset;
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};
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/**
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* struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
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* shader BOs.
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*
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* Since allowing a shader to be overwritten while it's also being
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* executed from would allow privlege escalation, shaders must be
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* created using this ioctl, and they can't be mmapped later.
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*/
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struct drm_vc4_create_shader_bo {
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/* Size of the data argument. */
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__u32 size;
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/* Flags, currently must be 0. */
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__u32 flags;
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/* Pointer to the data. */
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__u64 data;
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/** Returned GEM handle for the BO. */
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__u32 handle;
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/* Pad, must be 0. */
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__u32 pad;
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};
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struct drm_vc4_get_hang_state_bo {
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__u32 handle;
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__u32 paddr;
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__u32 size;
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__u32 pad;
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};
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/**
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* struct drm_vc4_hang_state - ioctl argument for collecting state
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* from a GPU hang for analysis.
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*/
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struct drm_vc4_get_hang_state {
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/** Pointer to array of struct drm_vc4_get_hang_state_bo. */
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__u64 bo;
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/**
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* On input, the size of the bo array. Output is the number
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* of bos to be returned.
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*/
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__u32 bo_count;
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__u32 start_bin, start_render;
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__u32 ct0ca, ct0ea;
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__u32 ct1ca, ct1ea;
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__u32 ct0cs, ct1cs;
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__u32 ct0ra0, ct1ra0;
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__u32 bpca, bpcs;
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__u32 bpoa, bpos;
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__u32 vpmbase;
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__u32 dbge;
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__u32 fdbgo;
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__u32 fdbgb;
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__u32 fdbgr;
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__u32 fdbgs;
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__u32 errstat;
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/* Pad that we may save more registers into in the future. */
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__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_ */
|
Loading…
Reference in New Issue