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/**************************************************************************
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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**************************************************************************/
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#include "pipe/p_defines.h"
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#include "pipe/p_format.h"
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#include "util/u_memory.h"
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#include "pipe/p_screen.h"
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#include "util/u_inlines.h"
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#include "draw/draw_context.h"
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#include "draw/draw_private.h"
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#include "cell/common.h"
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#include "cell_batch.h"
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#include "cell_clear.h"
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#include "cell_context.h"
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#include "cell_draw_arrays.h"
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#include "cell_fence.h"
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#include "cell_flush.h"
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#include "cell_state.h"
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#include "cell_surface.h"
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#include "cell_pipe_state.h"
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#include "cell_texture.h"
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#include "cell_vbuf.h"
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cell_destroy_context( struct pipe_context *pipe )
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struct cell_context *cell = cell_context(pipe);
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for (i = 0; i < cell->num_vertex_buffers; i++) {
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pipe_resource_reference(&cell->vertex_buffer[i].buffer, NULL);
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util_delete_keymap(cell->fragment_ops_cache, NULL);
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static struct draw_context *
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cell_draw_create(struct cell_context *cell)
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struct draw_context *draw = draw_create(&cell->pipe);
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if (getenv("GALLIUM_CELL_VS")) {
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/* plug in SPU-based vertex transformation code */
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draw->shader_queue_flush = cell_vertex_shader_queue_flush;
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draw->driver_private = cell;
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static const struct debug_named_value cell_debug_flags[] = {
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{"checker", CELL_DEBUG_CHECKER, NULL},/**< modulate tile clear color by SPU ID */
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{"asm", CELL_DEBUG_ASM, NULL}, /**< dump SPU asm code */
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{"sync", CELL_DEBUG_SYNC, NULL}, /**< SPUs do synchronous DMA */
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{"fragops", CELL_DEBUG_FRAGMENT_OPS, NULL}, /**< SPUs emit fragment ops debug messages*/
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{"fragopfallback", CELL_DEBUG_FRAGMENT_OP_FALLBACK, NULL}, /**< SPUs use reference implementation for fragment ops*/
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{"cmd", CELL_DEBUG_CMD, NULL}, /**< SPUs dump command buffer info */
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{"cache", CELL_DEBUG_CACHE, NULL}, /**< report texture cache stats on exit */
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DEBUG_NAMED_VALUE_END
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struct pipe_context *
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cell_create_context(struct pipe_screen *screen,
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struct cell_context *cell;
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/* some fields need to be 16-byte aligned, so align the whole object */
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cell = (struct cell_context*) align_malloc(sizeof(struct cell_context), 16);
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memset(cell, 0, sizeof(*cell));
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cell->winsys = NULL; /* XXX: fixme - get this from screen? */
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cell->pipe.winsys = NULL;
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cell->pipe.screen = screen;
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cell->pipe.priv = priv;
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cell->pipe.destroy = cell_destroy_context;
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cell->pipe.clear = cell_clear;
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cell->pipe.flush = cell_flush;
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cell->pipe.begin_query = cell_begin_query;
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cell->pipe.end_query = cell_end_query;
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cell->pipe.wait_query = cell_wait_query;
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cell_init_draw_functions(cell);
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cell_init_state_functions(cell);
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cell_init_shader_functions(cell);
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cell_init_surface_functions(cell);
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cell_init_vertex_functions(cell);
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cell_init_texture_transfer_funcs(cell);
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cell->draw = cell_draw_create(cell);
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/* Create cache of fragment ops generated code */
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cell->fragment_ops_cache =
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util_new_keymap(sizeof(struct cell_fragment_ops_key), ~0, NULL);
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cell_init_vbuf(cell);
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draw_set_rasterize_stage(cell->draw, cell->vbuf);
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/* convert all points/lines to tris for the time being */
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draw_wide_point_threshold(cell->draw, 0.0);
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draw_wide_line_threshold(cell->draw, 0.0);
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/* get env vars or read config file to get debug flags */
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cell->debug_flags = debug_get_flags_option("CELL_DEBUG",
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for (i = 0; i < CELL_NUM_BUFFERS; i++)
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cell_fence_init(&cell->fenced_buffers[i].fence);
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/* This call only works with SDK 3.0. Anyone still using 2.1??? */
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cell->num_cells = spe_cpu_info_get(SPE_COUNT_PHYSICAL_CPU_NODES, -1);
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cell->num_spus = spe_cpu_info_get(SPE_COUNT_USABLE_SPES, -1);
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if (cell->debug_flags) {
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printf("Cell: found %d Cell(s) with %u SPUs\n",
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cell->num_cells, cell->num_spus);
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if (getenv("CELL_NUM_SPUS")) {
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cell->num_spus = atoi(getenv("CELL_NUM_SPUS"));
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assert(cell->num_spus > 0);
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cell_start_spus(cell);
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cell_init_batch_buffers(cell);
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/* make sure SPU initializations are done before proceeding */
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cell_flush_int(cell, CELL_FLUSH_WAIT);