* Chia-I Wu <olv@lunarg.com>
*/
+#include "util/u_upload_mgr.h"
#include "ilo_context.h"
+#include "ilo_render.h"
+#include "ilo_shader.h"
#include "ilo_gpgpu.h"
-/*
- * This is a placeholder. We will need something similar to ilo_render.
- */
+static void
+launch_grid(struct ilo_context *ilo,
+ const uint *block_layout, const uint *grid_layout,
+ const struct pipe_constant_buffer *input, uint32_t pc)
+{
+ const unsigned grid_offset[3] = { 0, 0, 0 };
+ const unsigned thread_group_size =
+ block_layout[0] * block_layout[1] * block_layout[2];
+ int max_len, before_space;
+
+ ilo_cp_set_owner(ilo->cp, INTEL_RING_RENDER, NULL);
+
+ max_len = ilo_render_get_launch_grid_len(ilo->render, &ilo->state_vector);
+ max_len += ilo_render_get_flush_len(ilo->render) * 2;
+
+ if (max_len > ilo_cp_space(ilo->cp)) {
+ ilo_cp_submit(ilo->cp, "out of space");
+ assert(max_len <= ilo_cp_space(ilo->cp));
+ }
+
+ before_space = ilo_cp_space(ilo->cp);
+
+ while (true) {
+ struct ilo_builder_snapshot snapshot;
+
+ ilo_builder_batch_snapshot(&ilo->cp->builder, &snapshot);
+
+ ilo_render_emit_launch_grid(ilo->render, &ilo->state_vector,
+ grid_offset, grid_layout, thread_group_size, input, pc);
+
+ if (!ilo_builder_validate(&ilo->cp->builder, 0, NULL)) {
+ ilo_builder_batch_restore(&ilo->cp->builder, &snapshot);
+
+ /* flush and try again */
+ if (ilo_builder_batch_used(&ilo->cp->builder)) {
+ ilo_cp_submit(ilo->cp, "out of aperture");
+ continue;
+ }
+ }
+
+ break;
+ }
+
+ /* sanity check size estimation */
+ assert(before_space - ilo_cp_space(ilo->cp) <= max_len);
+}
static void
ilo_launch_grid(struct pipe_context *pipe,
const uint *block_layout, const uint *grid_layout,
uint32_t pc, const void *input)
{
+ struct ilo_context *ilo = ilo_context(pipe);
+ struct ilo_shader_state *cs = ilo->state_vector.cs;
+ struct pipe_constant_buffer input_buf;
+
+ memset(&input_buf, 0, sizeof(input_buf));
+
+ input_buf.buffer_size =
+ ilo_shader_get_kernel_param(cs, ILO_KERNEL_CS_INPUT_SIZE);
+ if (input_buf.buffer_size) {
+ u_upload_data(ilo->uploader, 0, input_buf.buffer_size, input,
+ &input_buf.buffer_offset, &input_buf.buffer);
+ }
+
+ ilo_shader_cache_upload(ilo->shader_cache, &ilo->cp->builder);
+
+ launch_grid(ilo, block_layout, grid_layout, &input_buf, pc);
+
+ ilo_render_invalidate_hw(ilo->render);
+
+ if (ilo_debug & ILO_DEBUG_NOCACHE)
+ ilo_render_emit_flush(ilo->render);
+
+ if (input_buf.buffer_size)
+ pipe_resource_reference(&input_buf.buffer, NULL);
}
/**