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/**************************************************************************
*
* 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 <stdio.h>
#include "pipe/p_defines.h"
#include "pipe/p_format.h"
#include "util/u_memory.h"
#include "pipe/p_screen.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);
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},/**< modulate tile clear color by SPU ID */
{"asm", CELL_DEBUG_ASM}, /**< dump SPU asm code */
{"sync", CELL_DEBUG_SYNC}, /**< SPUs do synchronous DMA */
{"fragops", CELL_DEBUG_FRAGMENT_OPS}, /**< SPUs emit fragment ops debug messages*/
{"fragopfallback", CELL_DEBUG_FRAGMENT_OP_FALLBACK}, /**< SPUs use reference implementation for fragment ops*/
{"cmd", CELL_DEBUG_CMD}, /**< SPUs dump command buffer info */
{"cache", CELL_DEBUG_CACHE}, /**< report texture cache stats on exit */
{NULL, 0}
};
static unsigned int
cell_is_resource_referenced( struct pipe_context *pipe,
struct pipe_resource *texture,
unsigned face, unsigned level)
{
/**
* FIXME: Optimize.
*/
return PIPE_REFERENCED_FOR_READ | PIPE_REFERENCED_FOR_WRITE;
}
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;
cell->pipe.is_resource_referenced = cell_is_resource_referenced;
#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;
}
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