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v3d: implement support for PIPE_CAP_NATIVE_FENCE_FD
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Tested-by: Roman Stratiienko <r.stratiienko@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20602>
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a8d6f250d1
commit
d04538653b
7 changed files with 120 additions and 25 deletions
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@ -61,8 +61,21 @@ v3d_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
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v3d_flush(pctx);
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if (fence) {
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int fd = -1;
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/* Snapshot the last V3D rendering's out fence. We'd rather
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* have another syncobj instead of a sync file, but this is all
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* we get. (HandleToFD/FDToHandle just gives you another syncobj
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* ID for the same syncobj).
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*/
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drmSyncobjExportSyncFile(v3d->fd, v3d->out_sync, &fd);
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if (fd == -1) {
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fprintf(stderr, "export failed\n");
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*fence = NULL;
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return;
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}
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struct pipe_screen *screen = pctx->screen;
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struct v3d_fence *f = v3d_fence_create(v3d);
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struct v3d_fence *f = v3d_fence_create(v3d, fd);
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screen->fence_reference(screen, fence, NULL);
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*fence = (struct pipe_fence_handle *)f;
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}
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@ -292,6 +305,8 @@ v3d_context_destroy(struct pipe_context *pctx)
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v3d_program_fini(pctx);
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v3d_fence_context_finish(v3d);
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ralloc_free(v3d);
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}
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@ -385,6 +400,10 @@ v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
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PIPE_BIND_CONSTANT_BUFFER,
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PIPE_USAGE_STREAM, 0);
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ret = v3d_fence_context_init(v3d);
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if (ret)
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goto fail;
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v3d->blitter = util_blitter_create(pctx);
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if (!v3d->blitter)
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goto fail;
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@ -626,6 +626,10 @@ struct v3d_context {
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struct pipe_query *cond_query;
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bool cond_cond;
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enum pipe_render_cond_flag cond_mode;
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int in_fence_fd;
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/** Handle of the syncobj that holds in_fence_fd for submission. */
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uint32_t in_syncobj;
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/** @} */
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};
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@ -781,12 +785,15 @@ bool v3d_generate_mipmap(struct pipe_context *pctx,
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void
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v3d_fence_unreference(struct v3d_fence **fence);
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struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);
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struct v3d_fence *v3d_fence_create(struct v3d_context *v3d, int fd);
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bool v3d_fence_wait(struct v3d_screen *screen,
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struct v3d_fence *fence,
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uint64_t timeout_ns);
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int v3d_fence_context_init(struct v3d_context *v3d);
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void v3d_fence_context_finish(struct v3d_context *v3d);
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void v3d_update_primitive_counters(struct v3d_context *v3d);
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bool v3d_line_smoothing_enabled(struct v3d_context *v3d);
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@ -33,6 +33,8 @@
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* the same BOs), so we can just use the seqno of the last rendering we'd
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* fired off as our fence marker.
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*/
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#include <fcntl.h>
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#include <libsync.h>
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#include "util/u_inlines.h"
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#include "util/os_time.h"
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@ -117,32 +119,74 @@ v3d_fence_finish(struct pipe_screen *pscreen,
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}
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struct v3d_fence *
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v3d_fence_create(struct v3d_context *v3d)
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v3d_fence_create(struct v3d_context *v3d, int fd)
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{
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struct v3d_fence *f = calloc(1, sizeof(*f));
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if (!f)
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return NULL;
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/* Snapshot the last V3D rendering's out fence. We'd rather have
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* another syncobj instead of a sync file, but this is all we get.
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* (HandleToFD/FDToHandle just gives you another syncobj ID for the
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* same syncobj).
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*/
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drmSyncobjExportSyncFile(v3d->fd, v3d->out_sync, &f->fd);
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if (f->fd == -1) {
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fprintf(stderr, "export failed\n");
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free(f);
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return NULL;
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}
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f->fd = fd;
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pipe_reference_init(&f->reference, 1);
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return f;
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}
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static void
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v3d_fence_create_fd(struct pipe_context *pctx, struct pipe_fence_handle **pf,
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int fd, enum pipe_fd_type type)
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{
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struct v3d_context *v3d = (struct v3d_context *)pctx;
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struct v3d_fence **fence = (struct v3d_fence **)pf;
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assert(type == PIPE_FD_TYPE_NATIVE_SYNC);
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*fence = v3d_fence_create(v3d, fcntl(fd, F_DUPFD_CLOEXEC, 3));
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}
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static void
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v3d_fence_server_sync(struct pipe_context *pctx,
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struct pipe_fence_handle *pfence)
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{
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struct v3d_context *v3d = (struct v3d_context*)pctx;
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struct v3d_fence *fence = (struct v3d_fence *)pfence;
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sync_accumulate("v3d", &v3d->in_fence_fd, fence->fd);
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}
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static int
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v3d_fence_get_fd(struct pipe_screen *screen, struct pipe_fence_handle *pfence)
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{
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struct v3d_fence *fence = (struct v3d_fence *) pfence;
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return fcntl(fence->fd, F_DUPFD_CLOEXEC, 3);
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}
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int
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v3d_fence_context_init(struct v3d_context *v3d)
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{
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v3d->base.create_fence_fd = v3d_fence_create_fd;
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v3d->base.fence_server_sync = v3d_fence_server_sync;
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v3d->in_fence_fd = -1;
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/* Since we initialize the in_fence_fd to -1 (no wait necessary),
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* we also need to initialize our in_syncobj as signaled.
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*/
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return drmSyncobjCreate(v3d->fd, DRM_SYNCOBJ_CREATE_SIGNALED,
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&v3d->in_syncobj);
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}
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void
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v3d_fence_init(struct v3d_screen *screen)
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v3d_fence_context_finish(struct v3d_context *v3d)
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{
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drmSyncobjDestroy(v3d->fd, v3d->in_syncobj);
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if (v3d->in_fence_fd >= 0) {
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close(v3d->in_fence_fd);
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v3d->in_fence_fd = -1;
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}
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}
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void
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v3d_fence_screen_init(struct v3d_screen *screen)
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{
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screen->base.fence_reference = v3d_fence_reference;
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screen->base.fence_finish = v3d_fence_finish;
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screen->base.fence_get_fd = v3d_fence_get_fd;
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}
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@ -27,6 +27,7 @@
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*/
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#include <xf86drm.h>
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#include <libsync.h>
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#include "v3d_context.h"
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/* The OQ/semaphore packets are the same across V3D versions. */
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#define V3D_VERSION 42
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@ -514,11 +515,23 @@ v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job)
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if (cl_offset(&job->bcl) > 0)
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v3d_X(devinfo, bcl_epilogue)(v3d, job);
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/* While the RCL will implicitly depend on the last RCL to have
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* finished, we also need to block on any previous TFU job we may have
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* dispatched.
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*/
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job->submit.in_sync_rcl = v3d->out_sync;
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if (v3d->in_fence_fd >= 0) {
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/* PIPE_CAP_NATIVE_FENCE */
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if (drmSyncobjImportSyncFile(v3d->fd, v3d->in_syncobj,
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v3d->in_fence_fd)) {
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fprintf(stderr, "Failed to import native fence.\n");
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} else {
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job->submit.in_sync_bcl = v3d->in_syncobj;
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}
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close(v3d->in_fence_fd);
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v3d->in_fence_fd = -1;
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} else {
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/* While the RCL will implicitly depend on the last RCL to have
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* finished, we also need to block on any previous TFU job we
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* may have dispatched.
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*/
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job->submit.in_sync_rcl = v3d->out_sync;
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}
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/* Update the sync object for the last rendering by our context. */
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job->submit.out_sync = v3d->out_sync;
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@ -291,6 +291,9 @@ v3d_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
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case PIPE_CAP_IMAGE_STORE_FORMATTED:
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return false;
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case PIPE_CAP_NATIVE_FENCE_FD:
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return true;
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default:
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return u_pipe_screen_get_param_defaults(pscreen, param);
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}
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@ -926,7 +929,7 @@ v3d_screen_create(int fd, const struct pipe_screen_config *config,
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v3d_has_feature(screen, DRM_V3D_PARAM_SUPPORTS_CACHE_FLUSH);
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screen->has_perfmon = v3d_has_feature(screen, DRM_V3D_PARAM_SUPPORTS_PERFMON);
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v3d_fence_init(screen);
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v3d_fence_screen_init(screen);
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v3d_process_debug_variable();
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@ -102,7 +102,7 @@ struct pipe_screen *v3d_screen_create(int fd,
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struct renderonly *ro);
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void
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v3d_fence_init(struct v3d_screen *screen);
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v3d_fence_screen_init(struct v3d_screen *screen);
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#ifdef ENABLE_SHADER_CACHE
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void
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@ -175,8 +175,17 @@ v3d_end_query_perfcnt(struct v3d_context *v3d, struct v3d_query *query)
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/* Get a copy of latest submitted job's fence to wait for its
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* completion
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*/
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if (v3d->active_perfmon->job_submitted)
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v3d->active_perfmon->last_job_fence = v3d_fence_create(v3d);
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if (v3d->active_perfmon->job_submitted) {
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int fd = -1;
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drmSyncobjExportSyncFile(v3d->fd, v3d->out_sync, &fd);
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if (fd == -1) {
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fprintf(stderr, "export failed\n");
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v3d->active_perfmon->last_job_fence = NULL;
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} else {
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v3d->active_perfmon->last_job_fence =
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v3d_fence_create(v3d, fd);
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}
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}
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v3d->active_perfmon = NULL;
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