vc4_setup_rcl(vc4);
- struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
- struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
-
struct drm_vc4_submit_cl submit;
memset(&submit, 0, sizeof(submit));
#ifndef USE_VC4_SIMULATOR
ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit);
#else
- ret = vc4_simulator_flush(vc4, &submit, csurf);
+ ret = vc4_simulator_flush(vc4, &submit);
#endif
if (ret)
errx(1, "VC4 submit failed\n");
void vc4_program_init(struct pipe_context *pctx);
void vc4_simulator_init(struct vc4_screen *screen);
int vc4_simulator_flush(struct vc4_context *vc4,
- struct drm_vc4_submit_cl *args,
- struct vc4_surface *color_surf);
+ struct drm_vc4_submit_cl *args);
void vc4_write_uniforms(struct vc4_context *vc4,
struct vc4_compiled_shader *shader,
}
int
-vc4_simulator_flush(struct vc4_context *vc4, struct drm_vc4_submit_cl *args,
- struct vc4_surface *csurf)
+vc4_simulator_flush(struct vc4_context *vc4, struct drm_vc4_submit_cl *args)
{
+ struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
uint32_t winsys_stride = ctex->bo->simulator_winsys_stride;
uint32_t sim_stride = ctex->slices[0].stride;