ztex->writes++;
}
-static void
-vc4_draw_reset(struct vc4_context *vc4)
-{
- struct vc4_bo **referenced_bos = vc4->bo_pointers.base;
- for (int i = 0; i < (vc4->bo_handles.next -
- vc4->bo_handles.base) / 4; i++) {
- vc4_bo_unreference(&referenced_bos[i]);
- }
- vc4_reset_cl(&vc4->bcl);
- vc4_reset_cl(&vc4->rcl);
- vc4_reset_cl(&vc4->shader_rec);
- vc4_reset_cl(&vc4->uniforms);
- vc4_reset_cl(&vc4->bo_handles);
- vc4_reset_cl(&vc4->bo_pointers);
- vc4->shader_rec_count = 0;
-
- vc4->needs_flush = false;
- vc4->draw_call_queued = false;
-
- /* We have no hardware context saved between our draw calls, so we
- * need to flag the next draw as needing all state emitted. Emitting
- * all state at the start of our draws is also what ensures that we
- * return to the state we need after a previous tile has finished.
- */
- vc4->dirty = ~0;
- vc4->resolve = 0;
- vc4->cleared = 0;
-
- vc4->draw_min_x = ~0;
- vc4->draw_min_y = ~0;
- vc4->draw_max_x = 0;
- vc4->draw_max_y = 0;
-}
-
void
vc4_flush(struct pipe_context *pctx)
{
*/
if (vc4->draw_max_x <= vc4->draw_min_x ||
vc4->draw_max_y <= vc4->draw_min_y) {
- vc4_draw_reset(vc4);
+ vc4_job_reset(vc4);
return;
}
vc4_setup_rcl(vc4);
- if (vc4_debug & VC4_DEBUG_CL) {
- fprintf(stderr, "BCL:\n");
- vc4_dump_cl(vc4->bcl.base, vc4->bcl.next - vc4->bcl.base, false);
- fprintf(stderr, "RCL:\n");
- vc4_dump_cl(vc4->rcl.base, vc4->rcl.next - vc4->rcl.base, true);
- }
-
- struct drm_vc4_submit_cl submit;
- memset(&submit, 0, sizeof(submit));
-
- submit.bo_handles = (uintptr_t)vc4->bo_handles.base;
- submit.bo_handle_count = (vc4->bo_handles.next -
- vc4->bo_handles.base) / 4;
- submit.bin_cl = (uintptr_t)vc4->bcl.base;
- submit.bin_cl_size = vc4->bcl.next - vc4->bcl.base;
- submit.render_cl = (uintptr_t)vc4->rcl.base;
- submit.render_cl_size = vc4->rcl.next - vc4->rcl.base;
- submit.shader_rec = (uintptr_t)vc4->shader_rec.base;
- submit.shader_rec_size = vc4->shader_rec.next - vc4->shader_rec.base;
- submit.shader_rec_count = vc4->shader_rec_count;
- submit.uniforms = (uintptr_t)vc4->uniforms.base;
- submit.uniforms_size = vc4->uniforms.next - vc4->uniforms.base;
-
- if (!(vc4_debug & VC4_DEBUG_NORAST)) {
- int ret;
-
-#ifndef USE_VC4_SIMULATOR
- ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit);
-#else
- ret = vc4_simulator_flush(vc4, &submit);
-#endif
- if (ret) {
- fprintf(stderr, "VC4 submit failed\n");
- abort();
- }
- }
-
- vc4->last_emit_seqno = submit.seqno;
-
- if (vc4_debug & VC4_DEBUG_ALWAYS_SYNC) {
- if (!vc4_wait_seqno(vc4->screen, vc4->last_emit_seqno,
- PIPE_TIMEOUT_INFINITE)) {
- fprintf(stderr, "Wait failed.\n");
- abort();
- }
- }
-
- vc4_draw_reset(vc4);
+ vc4_job_submit(vc4);
}
static void
vc4_query_init(pctx);
vc4_resource_context_init(pctx);
- vc4_init_cl(vc4, &vc4->bcl);
- vc4_init_cl(vc4, &vc4->rcl);
- vc4_init_cl(vc4, &vc4->shader_rec);
- vc4_init_cl(vc4, &vc4->uniforms);
- vc4_init_cl(vc4, &vc4->bo_handles);
- vc4_init_cl(vc4, &vc4->bo_pointers);
- vc4_draw_reset(vc4);
+ vc4_job_init(vc4);
vc4->fd = screen->fd;
--- /dev/null
+/*
+ * Copyright © 2014-2015 Broadcom
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+/** @file vc4_job.c
+ *
+ * Functions for submitting VC4 render jobs to the kernel.
+ */
+
+#include <xf86drm.h>
+#include "vc4_context.h"
+
+void
+vc4_job_init(struct vc4_context *vc4)
+{
+ vc4_init_cl(vc4, &vc4->bcl);
+ vc4_init_cl(vc4, &vc4->rcl);
+ vc4_init_cl(vc4, &vc4->shader_rec);
+ vc4_init_cl(vc4, &vc4->uniforms);
+ vc4_init_cl(vc4, &vc4->bo_handles);
+ vc4_init_cl(vc4, &vc4->bo_pointers);
+ vc4_job_reset(vc4);
+}
+
+void
+vc4_job_reset(struct vc4_context *vc4)
+{
+ struct vc4_bo **referenced_bos = vc4->bo_pointers.base;
+ for (int i = 0; i < (vc4->bo_handles.next -
+ vc4->bo_handles.base) / 4; i++) {
+ vc4_bo_unreference(&referenced_bos[i]);
+ }
+ vc4_reset_cl(&vc4->bcl);
+ vc4_reset_cl(&vc4->rcl);
+ vc4_reset_cl(&vc4->shader_rec);
+ vc4_reset_cl(&vc4->uniforms);
+ vc4_reset_cl(&vc4->bo_handles);
+ vc4_reset_cl(&vc4->bo_pointers);
+ vc4->shader_rec_count = 0;
+
+ vc4->needs_flush = false;
+ vc4->draw_call_queued = false;
+
+ /* We have no hardware context saved between our draw calls, so we
+ * need to flag the next draw as needing all state emitted. Emitting
+ * all state at the start of our draws is also what ensures that we
+ * return to the state we need after a previous tile has finished.
+ */
+ vc4->dirty = ~0;
+ vc4->resolve = 0;
+ vc4->cleared = 0;
+
+ vc4->draw_min_x = ~0;
+ vc4->draw_min_y = ~0;
+ vc4->draw_max_x = 0;
+ vc4->draw_max_y = 0;
+}
+
+/**
+ * Submits the job to the kernel and then reinitializes it.
+ */
+void
+vc4_job_submit(struct vc4_context *vc4)
+{
+ if (vc4_debug & VC4_DEBUG_CL) {
+ fprintf(stderr, "BCL:\n");
+ vc4_dump_cl(vc4->bcl.base, vc4->bcl.next - vc4->bcl.base, false);
+ fprintf(stderr, "RCL:\n");
+ vc4_dump_cl(vc4->rcl.base, vc4->rcl.next - vc4->rcl.base, true);
+ }
+
+ struct drm_vc4_submit_cl submit;
+ memset(&submit, 0, sizeof(submit));
+
+ submit.bo_handles = (uintptr_t)vc4->bo_handles.base;
+ submit.bo_handle_count = (vc4->bo_handles.next -
+ vc4->bo_handles.base) / 4;
+ submit.bin_cl = (uintptr_t)vc4->bcl.base;
+ submit.bin_cl_size = vc4->bcl.next - vc4->bcl.base;
+ submit.render_cl = (uintptr_t)vc4->rcl.base;
+ submit.render_cl_size = vc4->rcl.next - vc4->rcl.base;
+ submit.shader_rec = (uintptr_t)vc4->shader_rec.base;
+ submit.shader_rec_size = vc4->shader_rec.next - vc4->shader_rec.base;
+ submit.shader_rec_count = vc4->shader_rec_count;
+ submit.uniforms = (uintptr_t)vc4->uniforms.base;
+ submit.uniforms_size = vc4->uniforms.next - vc4->uniforms.base;
+
+ if (!(vc4_debug & VC4_DEBUG_NORAST)) {
+ int ret;
+
+#ifndef USE_VC4_SIMULATOR
+ ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit);
+#else
+ ret = vc4_simulator_flush(vc4, &submit);
+#endif
+ if (ret) {
+ fprintf(stderr, "VC4 submit failed\n");
+ abort();
+ }
+ }
+
+ vc4->last_emit_seqno = submit.seqno;
+
+ if (vc4_debug & VC4_DEBUG_ALWAYS_SYNC) {
+ if (!vc4_wait_seqno(vc4->screen, vc4->last_emit_seqno,
+ PIPE_TIMEOUT_INFINITE)) {
+ fprintf(stderr, "Wait failed.\n");
+ abort();
+ }
+ }
+
+ vc4_job_reset(vc4);
+}