/********************************************************** * Copyright 2008-2009 VMware, Inc. All rights reserved. * * 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 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. * **********************************************************/ #include "pipe/p_state.h" #include "pipe/p_context.h" #include "util/u_memory.h" #include "svga_cmd.h" #include "svga_context.h" #include "svga_screen.h" #include "svga_resource_buffer.h" #include "svga_winsys.h" #include "svga_debug.h" /* Fixme: want a public base class for all pipe structs, even if there * isn't much in them. */ struct pipe_query { int dummy; }; struct svga_query { struct pipe_query base; SVGA3dQueryType type; struct svga_winsys_buffer *hwbuf; volatile SVGA3dQueryResult *queryResult; struct pipe_fence_handle *fence; }; /*********************************************************************** * Inline conversion functions. These are better-typed than the * macros used previously: */ static INLINE struct svga_query * svga_query( struct pipe_query *q ) { return (struct svga_query *)q; } static boolean svga_get_query_result(struct pipe_context *pipe, struct pipe_query *q, boolean wait, union pipe_query_result *result); static struct pipe_query *svga_create_query( struct pipe_context *pipe, unsigned query_type ) { struct svga_context *svga = svga_context( pipe ); struct svga_screen *svgascreen = svga_screen(pipe->screen); struct svga_winsys_screen *sws = svgascreen->sws; struct svga_query *sq; SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__); sq = CALLOC_STRUCT(svga_query); if (!sq) goto no_sq; sq->type = SVGA3D_QUERYTYPE_OCCLUSION; sq->hwbuf = svga_winsys_buffer_create(svga, 1, SVGA_BUFFER_USAGE_PINNED, sizeof *sq->queryResult); if(!sq->hwbuf) goto no_hwbuf; sq->queryResult = (SVGA3dQueryResult *)sws->buffer_map(sws, sq->hwbuf, PIPE_TRANSFER_WRITE); if(!sq->queryResult) goto no_query_result; sq->queryResult->totalSize = sizeof *sq->queryResult; sq->queryResult->state = SVGA3D_QUERYSTATE_NEW; /* * We request the buffer to be pinned and assume it is always mapped. * * The reason is that we don't want to wait for fences when checking the * query status. */ sws->buffer_unmap(sws, sq->hwbuf); return &sq->base; no_query_result: sws->buffer_destroy(sws, sq->hwbuf); no_hwbuf: FREE(sq); no_sq: return NULL; } static void svga_destroy_query(struct pipe_context *pipe, struct pipe_query *q) { struct svga_screen *svgascreen = svga_screen(pipe->screen); struct svga_winsys_screen *sws = svgascreen->sws; struct svga_query *sq = svga_query( q ); SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__); sws->buffer_destroy(sws, sq->hwbuf); sws->fence_reference(sws, &sq->fence, NULL); FREE(sq); } static void svga_begin_query(struct pipe_context *pipe, struct pipe_query *q) { struct svga_screen *svgascreen = svga_screen(pipe->screen); struct svga_winsys_screen *sws = svgascreen->sws; struct svga_context *svga = svga_context( pipe ); struct svga_query *sq = svga_query( q ); enum pipe_error ret; SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__); assert(!svga->sq); /* Need to flush out buffered drawing commands so that they don't * get counted in the query results. */ svga_hwtnl_flush_retry(svga); if(sq->queryResult->state == SVGA3D_QUERYSTATE_PENDING) { /* The application doesn't care for the pending query result. We cannot * let go the existing buffer and just get a new one because its storage * may be reused for other purposes and clobbered by the host when it * determines the query result. So the only option here is to wait for * the existing query's result -- not a big deal, given that no sane * application would do this. */ uint64_t result; svga_get_query_result(pipe, q, TRUE, (void*)&result); assert(sq->queryResult->state != SVGA3D_QUERYSTATE_PENDING); } sq->queryResult->state = SVGA3D_QUERYSTATE_NEW; sws->fence_reference(sws, &sq->fence, NULL); ret = SVGA3D_BeginQuery(svga->swc, sq->type); if(ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_BeginQuery(svga->swc, sq->type); assert(ret == PIPE_OK); } svga->sq = sq; } static void svga_end_query(struct pipe_context *pipe, struct pipe_query *q) { struct svga_context *svga = svga_context( pipe ); struct svga_query *sq = svga_query( q ); enum pipe_error ret; SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__); assert(svga->sq == sq); svga_hwtnl_flush_retry(svga); /* Set to PENDING before sending EndQuery. */ sq->queryResult->state = SVGA3D_QUERYSTATE_PENDING; ret = SVGA3D_EndQuery( svga->swc, sq->type, sq->hwbuf); if(ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_EndQuery( svga->swc, sq->type, sq->hwbuf); assert(ret == PIPE_OK); } /* TODO: Delay flushing. We don't really need to flush here, just ensure * that there is one flush before svga_get_query_result attempts to get the * result */ svga_context_flush(svga, NULL); svga->sq = NULL; } static boolean svga_get_query_result(struct pipe_context *pipe, struct pipe_query *q, boolean wait, union pipe_query_result *vresult) { struct svga_context *svga = svga_context( pipe ); struct svga_screen *svgascreen = svga_screen( pipe->screen ); struct svga_winsys_screen *sws = svgascreen->sws; struct svga_query *sq = svga_query( q ); SVGA3dQueryState state; uint64_t *result = (uint64_t*)vresult; SVGA_DBG(DEBUG_QUERY, "%s wait: %d\n", __FUNCTION__); /* The query status won't be updated by the host unless * SVGA_3D_CMD_WAIT_FOR_QUERY is emitted. Unfortunately this will cause a * synchronous wait on the host */ if(!sq->fence) { enum pipe_error ret; ret = SVGA3D_WaitForQuery( svga->swc, sq->type, sq->hwbuf); if(ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_WaitForQuery( svga->swc, sq->type, sq->hwbuf); assert(ret == PIPE_OK); } svga_context_flush(svga, &sq->fence); assert(sq->fence); } state = sq->queryResult->state; if(state == SVGA3D_QUERYSTATE_PENDING) { if(!wait) return FALSE; sws->fence_finish(sws, sq->fence, SVGA_FENCE_FLAG_QUERY); state = sq->queryResult->state; } assert(state == SVGA3D_QUERYSTATE_SUCCEEDED || state == SVGA3D_QUERYSTATE_FAILED); *result = (uint64_t)sq->queryResult->result32; SVGA_DBG(DEBUG_QUERY, "%s result %d\n", __FUNCTION__, (unsigned)*result); return TRUE; } void svga_init_query_functions( struct svga_context *svga ) { svga->pipe.create_query = svga_create_query; svga->pipe.destroy_query = svga_destroy_query; svga->pipe.begin_query = svga_begin_query; svga->pipe.end_query = svga_end_query; svga->pipe.get_query_result = svga_get_query_result; }