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v3d: Restructure RO allocations using resource_from_handle.
I had bugs in the old path where I was laying out as tiled (so we'd render
tiled) but then only allocating space in the shared object for linear
rendering. The resource_from_handle makes it so the same layout choices
are made in both the import and export scanout cases. Also, fixes a leak
of the fd that was tripping up the CTS.
Now that we're checking PIPE_BIND_SHARED to choose to use RO, the
DRM_FORMAT_MOD_LINEAR check wasn't needed any more.
Fixes visual corruption and MMU faults in X in renderonly mode.
Fixes: bd09bb1629 ("v3d: SHARED but not necessarily SCANOUT buffers on RO must be linear.")
This commit is contained in:
parent
d70eb2302b
commit
59527a36e9
1 changed files with 38 additions and 29 deletions
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@ -705,6 +705,42 @@ v3d_resource_create_with_modifiers(struct pipe_screen *pscreen,
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int count)
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{
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struct v3d_screen *screen = v3d_screen(pscreen);
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/* If we're in a renderonly setup, use the other device to perform our
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* (linear) allocation and just import it to v3d. The other device
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* may be using CMA, and V3D can import from CMA but doesn't do CMA
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* allocations on its own.
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*
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* We always allocate this way for SHARED, because get_handle will
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* need a resource on the display fd.
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*/
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if (screen->ro && (tmpl->bind & (PIPE_BIND_SCANOUT |
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PIPE_BIND_SHARED))) {
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struct winsys_handle handle;
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struct pipe_resource scanout_tmpl = *tmpl;
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struct renderonly_scanout *scanout =
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renderonly_scanout_for_resource(&scanout_tmpl,
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screen->ro,
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&handle);
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if (!scanout) {
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fprintf(stderr, "Failed to create scanout resource\n");
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return NULL;
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}
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assert(handle.type == WINSYS_HANDLE_TYPE_FD);
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/* The fd is all we need. Destroy the old scanout (and its
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* GEM handle on kms_fd) before resource_from_handle()'s
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* renderonly_create_gpu_import_for_resource() call which will
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* also get a kms_fd GEM handle for the fd.
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*/
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renderonly_scanout_destroy(scanout, screen->ro);
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struct pipe_resource *prsc =
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pscreen->resource_from_handle(pscreen, tmpl,
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&handle,
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PIPE_HANDLE_USAGE_FRAMEBUFFER_WRITE);
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close(handle.handle);
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return prsc;
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}
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bool linear_ok = find_modifier(DRM_FORMAT_MOD_LINEAR, modifiers, count);
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struct v3d_resource *rsc = v3d_resource_setup(pscreen, tmpl);
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struct pipe_resource *prsc = &rsc->base;
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@ -720,10 +756,6 @@ v3d_resource_create_with_modifiers(struct pipe_screen *pscreen,
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if (tmpl->bind & (PIPE_BIND_LINEAR | PIPE_BIND_CURSOR))
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should_tile = false;
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/* No tiling when we're sharing with another device (pl111). */
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if (screen->ro && (tmpl->bind & PIPE_BIND_SCANOUT))
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should_tile = false;
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/* 1D and 1D_ARRAY textures are always raster-order. */
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if (tmpl->target == PIPE_TEXTURE_1D ||
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tmpl->target == PIPE_TEXTURE_1D_ARRAY)
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@ -755,31 +787,8 @@ v3d_resource_create_with_modifiers(struct pipe_screen *pscreen,
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v3d_setup_slices(rsc, 0);
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/* If we're in a renderonly setup, use the other device to perform our
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* (linear) allocaton and just import it to v3d. The other device may
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* be using CMA, and V3D can import from CMA but doesn't do CMA
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* allocations on its own.
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*
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* Note that DRI3 doesn't give us tmpl->bind flags, so we have to use
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* the modifiers to see if we're allocating a scanout object.
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*/
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if (screen->ro &&
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((tmpl->bind & (PIPE_BIND_SCANOUT | PIPE_BIND_SHARED)) ||
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(count == 1 && modifiers[0] == DRM_FORMAT_MOD_LINEAR))) {
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struct winsys_handle handle;
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rsc->scanout =
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renderonly_scanout_for_resource(prsc, screen->ro, &handle);
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if (!rsc->scanout) {
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fprintf(stderr, "Failed to create scanout resource\n");
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goto fail;
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}
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assert(handle.type == WINSYS_HANDLE_TYPE_FD);
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rsc->bo = v3d_bo_open_dmabuf(screen, handle.handle);
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v3d_debug_resource_layout(rsc, "scanout");
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} else {
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if (!v3d_resource_bo_alloc(rsc))
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goto fail;
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}
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if (!v3d_resource_bo_alloc(rsc))
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goto fail;
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return prsc;
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fail:
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