#include "util/u_math.h"
#include "util/macros.h"
-#include "kernel/vc4_packet.h"
-
struct vc4_bo;
+struct vc4_job;
+struct vc4_cl;
/**
* Undefined structure, used for typechecking that you're passing the pointers
*/
struct vc4_cl_out;
+/** A reference to a BO used in the CL packing functions */
+struct vc4_cl_reloc {
+ struct vc4_bo *bo;
+ uint32_t offset;
+};
+
+static inline void cl_pack_emit_reloc(struct vc4_cl *cl, const struct vc4_cl_reloc *);
+
+#define __gen_user_data struct vc4_cl
+#define __gen_address_type struct vc4_cl_reloc
+#define __gen_address_offset(reloc) ((reloc)->offset)
+#define __gen_emit_reloc cl_pack_emit_reloc
+
+#include "kernel/vc4_packet.h"
+#include "broadcom/cle/v3d_packet_v21_pack.h"
+
struct vc4_cl {
void *base;
+ struct vc4_job *job;
struct vc4_cl_out *next;
struct vc4_cl_out *reloc_next;
uint32_t size;
-#ifdef DEBUG
+#ifndef NDEBUG
uint32_t reloc_count;
#endif
};
-void vc4_init_cl(struct vc4_context *vc4, struct vc4_cl *cl);
+void vc4_init_cl(struct vc4_job *job, struct vc4_cl *cl);
void vc4_reset_cl(struct vc4_cl *cl);
-void vc4_dump_cl(void *cl, uint32_t size, bool is_render);
-uint32_t vc4_gem_hindex(struct vc4_context *vc4, struct vc4_bo *bo);
+uint32_t vc4_gem_hindex(struct vc4_job *job, struct vc4_bo *bo);
struct PACKED unaligned_16 { uint16_t x; };
struct PACKED unaligned_32 { uint32_t x; };
cl_aligned_u32(cl, fui(f));
}
-static inline void
-cl_start_reloc(struct vc4_cl *cl, struct vc4_cl_out **out, uint32_t n)
-{
- assert(n == 1 || n == 2);
-#ifdef DEBUG
- assert(cl->reloc_count == 0);
- cl->reloc_count = n;
-#endif
-
- cl_u8(out, VC4_PACKET_GEM_HANDLES);
- cl->reloc_next = *out;
- cl_u32(out, 0); /* Space where hindex will be written. */
- cl_u32(out, 0); /* Space where hindex will be written. */
-}
-
static inline struct vc4_cl_out *
cl_start_shader_reloc(struct vc4_cl *cl, uint32_t n)
{
-#ifdef DEBUG
assert(cl->reloc_count == 0);
+#ifndef NDEBUG
cl->reloc_count = n;
#endif
cl->reloc_next = cl->next;
}
static inline void
-cl_reloc(struct vc4_context *vc4, struct vc4_cl *cl, struct vc4_cl_out **cl_out,
+cl_reloc(struct vc4_job *job, struct vc4_cl *cl, struct vc4_cl_out **cl_out,
struct vc4_bo *bo, uint32_t offset)
{
- *(uint32_t *)cl->reloc_next = vc4_gem_hindex(vc4, bo);
+ *(uint32_t *)cl->reloc_next = vc4_gem_hindex(job, bo);
cl_advance(&cl->reloc_next, 4);
-#ifdef DEBUG
+#ifndef NDEBUG
cl->reloc_count--;
#endif
}
static inline void
-cl_aligned_reloc(struct vc4_context *vc4, struct vc4_cl *cl,
+cl_aligned_reloc(struct vc4_job *job, struct vc4_cl *cl,
struct vc4_cl_out **cl_out,
struct vc4_bo *bo, uint32_t offset)
{
- *(uint32_t *)cl->reloc_next = vc4_gem_hindex(vc4, bo);
+ *(uint32_t *)cl->reloc_next = vc4_gem_hindex(job, bo);
cl_advance(&cl->reloc_next, 4);
-#ifdef DEBUG
+#ifndef NDEBUG
cl->reloc_count--;
#endif
cl_aligned_u32(cl_out, offset);
}
+/**
+ * Reference to a BO with its associated offset, used in the pack process.
+ */
+static inline struct vc4_cl_reloc
+cl_address(struct vc4_bo *bo, uint32_t offset)
+{
+ struct vc4_cl_reloc reloc = {
+ .bo = bo,
+ .offset = offset,
+ };
+ return reloc;
+}
+
void cl_ensure_space(struct vc4_cl *cl, uint32_t size);
+#define cl_packet_header(packet) V3D21_ ## packet ## _header
+#define cl_packet_length(packet) V3D21_ ## packet ## _length
+#define cl_packet_pack(packet) V3D21_ ## packet ## _pack
+#define cl_packet_struct(packet) V3D21_ ## packet
+
+static inline void *
+cl_get_emit_space(struct vc4_cl_out **cl, size_t size)
+{
+ void *addr = *cl;
+ cl_advance(cl, size);
+ return addr;
+}
+
+/* Macro for setting up an emit of a CL struct. A temporary unpacked struct
+ * is created, which you get to set fields in of the form:
+ *
+ * cl_emit(bcl, FLAT_SHADE_FLAGS, flags) {
+ * .flags.flat_shade_flags = 1 << 2,
+ * }
+ *
+ * or default values only can be emitted with just:
+ *
+ * cl_emit(bcl, FLAT_SHADE_FLAGS, flags);
+ *
+ * The trick here is that we make a for loop that will execute the body
+ * (either the block or the ';' after the macro invocation) exactly once.
+ * Also, *dst is actually of the wrong type, it's the
+ * uint8_t[cl_packet_length()] in the CL, not a cl_packet_struct(packet).
+ */
+#define cl_emit(cl, packet, name) \
+ for (struct cl_packet_struct(packet) name = { \
+ cl_packet_header(packet) \
+ }, \
+ *_loop_terminate = &name; \
+ __builtin_expect(_loop_terminate != NULL, 1); \
+ ({ \
+ struct vc4_cl_out *cl_out = cl_start(cl); \
+ cl_packet_pack(packet)(cl, (uint8_t *)cl_out, &name); \
+ VG(VALGRIND_CHECK_MEM_IS_DEFINED(cl_out, \
+ cl_packet_length(packet))); \
+ cl_advance(&cl_out, cl_packet_length(packet)); \
+ cl_end(cl, cl_out); \
+ _loop_terminate = NULL; \
+ })) \
+
+#define cl_emit_prepacked(cl, packet) do { \
+ memcpy((cl)->next, packet, sizeof(*packet)); \
+ cl_advance(&(cl)->next, sizeof(*packet)); \
+} while (0)
+
+/**
+ * Helper function called by the XML-generated pack functions for filling in
+ * an address field in shader records.
+ *
+ * Relocations for shader recs and texturing involve the packet (or uniforms
+ * stream) being preceded by the handles to the BOs, and the offset within the
+ * BO being in the stream (the output of this function).
+ */
+static inline void
+cl_pack_emit_reloc(struct vc4_cl *cl, const struct vc4_cl_reloc *reloc)
+{
+ *(uint32_t *)cl->reloc_next = vc4_gem_hindex(cl->job, reloc->bo);
+ cl_advance(&cl->reloc_next, 4);
+
+#ifndef NDEBUG
+ cl->reloc_count--;
+#endif
+}
+
#endif /* VC4_CL_H */