/* * Copyright © 2014 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. */ /** @file v3d_fence.c * * Seqno-based fence management. * * We have two mechanisms for waiting in our kernel API: You can wait on a BO * to have all rendering to from any process to be completed, or wait on a * seqno for that particular seqno to be passed. The fence API we're * implementing is based on waiting for all rendering in the context to have * completed (with no reference to what other processes might be doing with * the same BOs), so we can just use the seqno of the last rendering we'd * fired off as our fence marker. */ #include "util/u_inlines.h" #include "util/os_time.h" #include "v3d_context.h" #include "v3d_bufmgr.h" struct v3d_fence { struct pipe_reference reference; int fd; }; static void v3d_fence_reference(struct pipe_screen *pscreen, struct pipe_fence_handle **pp, struct pipe_fence_handle *pf) { struct v3d_fence **p = (struct v3d_fence **)pp; struct v3d_fence *f = (struct v3d_fence *)pf; struct v3d_fence *old = *p; if (pipe_reference(&(*p)->reference, &f->reference)) { close(old->fd); free(old); } *p = f; } static bool v3d_fence_finish(struct pipe_screen *pscreen, struct pipe_context *ctx, struct pipe_fence_handle *pf, uint64_t timeout_ns) { struct v3d_screen *screen = v3d_screen(pscreen); struct v3d_fence *f = (struct v3d_fence *)pf; int ret; unsigned syncobj; ret = drmSyncobjCreate(screen->fd, 0, &syncobj); if (ret) { fprintf(stderr, "Failed to create syncobj to wait on: %d\n", ret); return false; } ret = drmSyncobjImportSyncFile(screen->fd, syncobj, f->fd); if (ret) { fprintf(stderr, "Failed to import fence to syncobj: %d\n", ret); return false; } uint64_t abs_timeout = os_time_get_absolute_timeout(timeout_ns); if (abs_timeout == OS_TIMEOUT_INFINITE) abs_timeout = INT64_MAX; ret = drmSyncobjWait(screen->fd, &syncobj, 1, abs_timeout, 0, NULL); drmSyncobjDestroy(screen->fd, syncobj); return ret >= 0; } struct v3d_fence * v3d_fence_create(struct v3d_context *v3d) { struct v3d_fence *f = calloc(1, sizeof(*f)); if (!f) return NULL; /* Snapshot the last V3D rendering's out fence. We'd rather have * another syncobj instead of a sync file, but this is all we get. * (HandleToFD/FDToHandle just gives you another syncobj ID for the * same syncobj). */ drmSyncobjExportSyncFile(v3d->fd, v3d->out_sync, &f->fd); if (f->fd == -1) { fprintf(stderr, "export failed\n"); free(f); return NULL; } pipe_reference_init(&f->reference, 1); return f; } void v3d_fence_init(struct v3d_screen *screen) { screen->base.fence_reference = v3d_fence_reference; screen->base.fence_finish = v3d_fence_finish; }