/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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. * **************************************************************************/ /** * Authors * Brian Paul */ #include #include "pipe/p_defines.h" #include "pipe/p_format.h" #include "util/u_memory.h" #include "pipe/p_screen.h" #include "util/u_inlines.h" #include "draw/draw_context.h" #include "draw/draw_private.h" #include "cell/common.h" #include "cell_batch.h" #include "cell_clear.h" #include "cell_context.h" #include "cell_draw_arrays.h" #include "cell_fence.h" #include "cell_flush.h" #include "cell_state.h" #include "cell_surface.h" #include "cell_spu.h" #include "cell_pipe_state.h" #include "cell_texture.h" #include "cell_vbuf.h" static void cell_destroy_context( struct pipe_context *pipe ) { struct cell_context *cell = cell_context(pipe); unsigned i; for (i = 0; i < cell->num_vertex_buffers; i++) { pipe_resource_reference(&cell->vertex_buffer[i].buffer, NULL); } util_delete_keymap(cell->fragment_ops_cache, NULL); cell_spu_exit(cell); align_free(cell); } static struct draw_context * cell_draw_create(struct cell_context *cell) { struct draw_context *draw = draw_create(&cell->pipe); #if 0 /* broken */ if (getenv("GALLIUM_CELL_VS")) { /* plug in SPU-based vertex transformation code */ draw->shader_queue_flush = cell_vertex_shader_queue_flush; draw->driver_private = cell; } #endif return draw; } static const struct debug_named_value cell_debug_flags[] = { {"checker", CELL_DEBUG_CHECKER, NULL},/**< modulate tile clear color by SPU ID */ {"asm", CELL_DEBUG_ASM, NULL}, /**< dump SPU asm code */ {"sync", CELL_DEBUG_SYNC, NULL}, /**< SPUs do synchronous DMA */ {"fragops", CELL_DEBUG_FRAGMENT_OPS, NULL}, /**< SPUs emit fragment ops debug messages*/ {"fragopfallback", CELL_DEBUG_FRAGMENT_OP_FALLBACK, NULL}, /**< SPUs use reference implementation for fragment ops*/ {"cmd", CELL_DEBUG_CMD, NULL}, /**< SPUs dump command buffer info */ {"cache", CELL_DEBUG_CACHE, NULL}, /**< report texture cache stats on exit */ DEBUG_NAMED_VALUE_END }; struct pipe_context * cell_create_context(struct pipe_screen *screen, void *priv ) { struct cell_context *cell; uint i; /* some fields need to be 16-byte aligned, so align the whole object */ cell = (struct cell_context*) align_malloc(sizeof(struct cell_context), 16); if (!cell) return NULL; memset(cell, 0, sizeof(*cell)); cell->winsys = NULL; /* XXX: fixme - get this from screen? */ cell->pipe.winsys = NULL; cell->pipe.screen = screen; cell->pipe.priv = priv; cell->pipe.destroy = cell_destroy_context; cell->pipe.clear = cell_clear; cell->pipe.flush = cell_flush; #if 0 cell->pipe.begin_query = cell_begin_query; cell->pipe.end_query = cell_end_query; cell->pipe.wait_query = cell_wait_query; #endif cell_init_draw_functions(cell); cell_init_state_functions(cell); cell_init_shader_functions(cell); cell_init_surface_functions(cell); cell_init_vertex_functions(cell); cell_init_texture_transfer_funcs(cell); cell->draw = cell_draw_create(cell); /* Create cache of fragment ops generated code */ cell->fragment_ops_cache = util_new_keymap(sizeof(struct cell_fragment_ops_key), ~0, NULL); cell_init_vbuf(cell); draw_set_rasterize_stage(cell->draw, cell->vbuf); /* convert all points/lines to tris for the time being */ draw_wide_point_threshold(cell->draw, 0.0); draw_wide_line_threshold(cell->draw, 0.0); /* get env vars or read config file to get debug flags */ cell->debug_flags = debug_get_flags_option("CELL_DEBUG", cell_debug_flags, 0 ); for (i = 0; i < CELL_NUM_BUFFERS; i++) cell_fence_init(&cell->fenced_buffers[i].fence); /* * SPU stuff */ /* This call only works with SDK 3.0. Anyone still using 2.1??? */ cell->num_cells = spe_cpu_info_get(SPE_COUNT_PHYSICAL_CPU_NODES, -1); cell->num_spus = spe_cpu_info_get(SPE_COUNT_USABLE_SPES, -1); if (cell->debug_flags) { printf("Cell: found %d Cell(s) with %u SPUs\n", cell->num_cells, cell->num_spus); } if (getenv("CELL_NUM_SPUS")) { cell->num_spus = atoi(getenv("CELL_NUM_SPUS")); assert(cell->num_spus > 0); } cell_start_spus(cell); cell_init_batch_buffers(cell); /* make sure SPU initializations are done before proceeding */ cell_flush_int(cell, CELL_FLUSH_WAIT); return &cell->pipe; }