vc4_tile_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
{
struct vc4_context *vc4 = vc4_context(pctx);
- struct vc4_job *job = vc4->job;
- bool old_msaa = job->msaa;
- int old_tile_width = job->tile_width;
- int old_tile_height = job->tile_height;
bool msaa = (info->src.resource->nr_samples > 1 ||
info->dst.resource->nr_samples > 1);
int tile_width = msaa ? 32 : 64;
if (info->dst.resource->format != info->src.resource->format)
return false;
- vc4_flush(pctx);
-
if (false) {
fprintf(stderr, "RCL blit from %d,%d to %d,%d (%d,%d)\n",
info->src.box.x,
struct pipe_surface *src_surf =
vc4_get_blit_surface(pctx, info->src.resource, info->src.level);
+ vc4_flush_jobs_reading_resource(vc4, info->src.resource);
+
+ struct vc4_job *job = vc4_get_job(vc4, dst_surf, NULL);
pipe_surface_reference(&job->color_read, src_surf);
- if (dst_surf->texture->nr_samples > 1)
- pipe_surface_reference(&job->color_write, dst_surf);
- else
- pipe_surface_reference(&job->msaa_color_write, dst_surf);
+
+ /* If we're resolving from MSAA to single sample, we still need to run
+ * the engine in MSAA mode for the load.
+ */
+ if (!job->msaa && info->src.resource->nr_samples > 1) {
+ job->msaa = true;
+ job->tile_width = 32;
+ job->tile_height = 32;
+ }
job->draw_min_x = info->dst.box.x;
job->draw_min_y = info->dst.box.y;
vc4_job_submit(vc4, job);
- job->msaa = old_msaa;
- job->tile_width = old_tile_width;
- job->tile_height = old_tile_height;
-
pipe_surface_reference(&dst_surf, NULL);
pipe_surface_reference(&src_surf, NULL);
vc4_flush(struct pipe_context *pctx)
{
struct vc4_context *vc4 = vc4_context(pctx);
- struct pipe_surface *cbuf = vc4->framebuffer.cbufs[0];
- struct pipe_surface *zsbuf = vc4->framebuffer.zsbuf;
- struct vc4_job *job = vc4->job;
-
- if (cbuf && (job->resolve & PIPE_CLEAR_COLOR0)) {
- if (cbuf->texture->nr_samples > 1) {
- pipe_surface_reference(&job->msaa_color_write, cbuf);
- } else {
- pipe_surface_reference(&job->color_write, cbuf);
- }
-
- pipe_surface_reference(&job->color_read, cbuf);
- }
-
- if (zsbuf && (job->resolve & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) {
- if (zsbuf->texture->nr_samples > 1) {
- pipe_surface_reference(&job->msaa_zs_write, zsbuf);
- } else {
- pipe_surface_reference(&job->zs_write, zsbuf);
- }
- pipe_surface_reference(&job->zs_read, zsbuf);
+ struct hash_entry *entry;
+ hash_table_foreach(vc4->jobs, entry) {
+ struct vc4_job *job = entry->data;
+ vc4_job_submit(vc4, job);
}
-
- vc4_job_submit(vc4, job);
-
- /* 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;
}
static void
}
}
-/**
- * Flushes the current command lists if they reference the given BO.
- *
- * This helps avoid flushing the command buffers when unnecessary.
- */
-bool
-vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo,
- bool include_reads)
-{
- struct vc4_context *vc4 = vc4_context(pctx);
- struct vc4_job *job = vc4->job;
-
- if (!job->needs_flush)
- return false;
-
- /* Walk all the referenced BOs in the drawing command list to see if
- * they match.
- */
- if (include_reads) {
- struct vc4_bo **referenced_bos = job->bo_pointers.base;
- for (int i = 0; i < cl_offset(&job->bo_handles) / 4; i++) {
- if (referenced_bos[i] == bo) {
- return true;
- }
- }
- }
-
- /* Also check for the Z/color buffers, since the references to those
- * are only added immediately before submit.
- */
- struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
- if (csurf) {
- struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
- if (ctex->bo == bo) {
- return true;
- }
- }
-
- struct vc4_surface *zsurf = vc4_surface(vc4->framebuffer.zsbuf);
- if (zsurf) {
- struct vc4_resource *ztex =
- vc4_resource(zsurf->base.texture);
- if (ztex->bo == bo) {
- return true;
- }
- }
-
- return false;
-}
-
static void
vc4_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
{
struct vc4_context *vc4 = vc4_context(pctx);
- struct pipe_surface *zsurf = vc4->framebuffer.zsbuf;
-
- if (zsurf && zsurf->texture == prsc)
- vc4->job->resolve &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
+ struct hash_entry *entry = _mesa_hash_table_search(vc4->write_jobs,
+ prsc);
+ if (!entry)
+ return;
+
+ struct vc4_job *job = entry->data;
+ if (job->key.zsbuf && job->key.zsbuf->texture == prsc)
+ job->resolve &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
}
static void
{
struct vc4_context *vc4 = vc4_context(pctx);
+ vc4_flush(pctx);
+
if (vc4->blitter)
util_blitter_destroy(vc4->blitter);
vc4_query_init(pctx);
vc4_resource_context_init(pctx);
- vc4->job = rzalloc(vc4, struct vc4_job);
- vc4_job_init(vc4->job);
+ vc4_job_init(vc4);
vc4->fd = screen->fd;
unsigned num_elements;
};
+/* Hash table key for vc4->jobs */
+struct vc4_job_key {
+ struct pipe_surface *cbuf;
+ struct pipe_surface *zsbuf;
+};
+
/**
* A complete bin/render job.
*
* the current job.
*/
uint32_t draw_calls_queued;
+
+ struct vc4_job_key key;
};
struct vc4_context {
int fd;
struct vc4_screen *screen;
- /** The render job for the currently bound FBO. */
+ /** The 3D rendering job for the currently bound FBO. */
struct vc4_job *job;
+ /* Map from struct vc4_job_key to the job for that FBO.
+ */
+ struct hash_table *jobs;
+
+ /**
+ * Map from vc4_resource to a job writing to that resource.
+ *
+ * Primarily for flushing jobs rendering to textures that are now
+ * being read from.
+ */
+ struct hash_table *write_jobs;
+
struct slab_mempool transfer_pool;
struct blitter_context *blitter;
void vc4_query_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 drm_vc4_submit_cl *args,
+ struct vc4_job *job);
void vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader);
void vc4_write_uniforms(struct vc4_context *vc4,
struct vc4_texture_stateobj *texstate);
void vc4_flush(struct pipe_context *pctx);
-void vc4_job_init(struct vc4_job *job);
+void vc4_job_init(struct vc4_context *vc4);
+struct vc4_job *vc4_get_job(struct vc4_context *vc4,
+ struct pipe_surface *cbuf,
+ struct pipe_surface *zsbuf);
+struct vc4_job *vc4_get_job_for_fbo(struct vc4_context *vc4);
+
void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job);
-void vc4_job_reset(struct vc4_job *job);
-bool vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo,
- bool include_reads);
+void vc4_flush_jobs_writing_resource(struct vc4_context *vc4,
+ struct pipe_resource *prsc);
+void vc4_flush_jobs_reading_resource(struct vc4_context *vc4,
+ struct pipe_resource *prsc);
void vc4_emit_state(struct pipe_context *pctx);
void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c);
struct qpu_reg *vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c);
}
static void
-vc4_update_shadow_textures(struct pipe_context *pctx,
+vc4_predraw_check_textures(struct pipe_context *pctx,
struct vc4_texture_stateobj *stage_tex)
{
+ struct vc4_context *vc4 = vc4_context(pctx);
+
for (int i = 0; i < stage_tex->num_textures; i++) {
struct pipe_sampler_view *view = stage_tex->textures[i];
if (!view)
struct vc4_resource *rsc = vc4_resource(view->texture);
if (rsc->shadow_parent)
vc4_update_shadow_baselevel_texture(pctx, view);
+
+ vc4_flush_jobs_writing_resource(vc4, view->texture);
}
}
vc4_hw_2116_workaround(struct pipe_context *pctx)
{
struct vc4_context *vc4 = vc4_context(pctx);
- struct vc4_job *job = vc4->job;
+ struct vc4_job *job = vc4_get_job_for_fbo(vc4);
if (job->draw_calls_queued == 0x1ef0) {
perf_debug("Flushing batch due to HW-2116 workaround "
"(too many draw calls per scene\n");
- vc4_flush(pctx);
+ vc4_job_submit(vc4, job);
}
}
vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
{
struct vc4_context *vc4 = vc4_context(pctx);
- struct vc4_job *job = vc4->job;
if (info->mode >= PIPE_PRIM_QUADS) {
util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
}
/* Before setting up the draw, do any fixup blits necessary. */
- vc4_update_shadow_textures(pctx, &vc4->verttex);
- vc4_update_shadow_textures(pctx, &vc4->fragtex);
+ vc4_predraw_check_textures(pctx, &vc4->verttex);
+ vc4_predraw_check_textures(pctx, &vc4->fragtex);
vc4_hw_2116_workaround(pctx);
+ struct vc4_job *job = vc4_get_job_for_fbo(vc4);
+
vc4_get_draw_cl_space(job, info->count);
if (vc4->prim_mode != info->mode) {
const union pipe_color_union *color, double depth, unsigned stencil)
{
struct vc4_context *vc4 = vc4_context(pctx);
- struct vc4_job *job = vc4->job;
+ struct vc4_job *job = vc4_get_job_for_fbo(vc4);
/* We can't flag new buffers for clearing once we've queued draws. We
* could avoid this by using the 3d engine to clear.
*/
if (job->draw_calls_queued) {
perf_debug("Flushing rendering to process new clear.\n");
- vc4_flush(pctx);
+ vc4_job_submit(vc4, job);
+ job = vc4_get_job_for_fbo(vc4);
}
/* Clearing ZS will clear both Z and stencil, so if we're trying to
#include <xf86drm.h>
#include "vc4_context.h"
+#include "util/hash_table.h"
-void
-vc4_job_init(struct vc4_job *job)
+static void
+remove_from_ht(struct hash_table *ht, void *key)
{
- vc4_init_cl(job, &job->bcl);
- vc4_init_cl(job, &job->shader_rec);
- vc4_init_cl(job, &job->uniforms);
- vc4_init_cl(job, &job->bo_handles);
- vc4_init_cl(job, &job->bo_pointers);
- vc4_job_reset(job);
+ struct hash_entry *entry = _mesa_hash_table_search(ht, key);
+ _mesa_hash_table_remove(ht, entry);
}
-void
-vc4_job_reset(struct vc4_job *job)
+static void
+vc4_job_free(struct vc4_context *vc4, struct vc4_job *job)
{
struct vc4_bo **referenced_bos = job->bo_pointers.base;
for (int i = 0; i < cl_offset(&job->bo_handles) / 4; i++) {
vc4_bo_unreference(&referenced_bos[i]);
}
- vc4_reset_cl(&job->bcl);
- vc4_reset_cl(&job->shader_rec);
- vc4_reset_cl(&job->uniforms);
- vc4_reset_cl(&job->bo_handles);
- vc4_reset_cl(&job->bo_pointers);
- job->shader_rec_count = 0;
- job->needs_flush = false;
- job->draw_calls_queued = 0;
+ remove_from_ht(vc4->jobs, &job->key);
- job->resolve = 0;
- job->cleared = 0;
+ if (job->color_write) {
+ remove_from_ht(vc4->write_jobs, job->color_write->texture);
+ pipe_surface_reference(&job->color_write, NULL);
+ }
+ if (job->msaa_color_write) {
+ remove_from_ht(vc4->write_jobs, job->msaa_color_write->texture);
+ pipe_surface_reference(&job->msaa_color_write, NULL);
+ }
+ if (job->zs_write) {
+ remove_from_ht(vc4->write_jobs, job->zs_write->texture);
+ pipe_surface_reference(&job->zs_write, NULL);
+ }
+ if (job->msaa_zs_write) {
+ remove_from_ht(vc4->write_jobs, job->msaa_zs_write->texture);
+ pipe_surface_reference(&job->msaa_zs_write, NULL);
+ }
+
+ pipe_surface_reference(&job->color_read, NULL);
+ pipe_surface_reference(&job->zs_read, NULL);
+
+ if (vc4->job == job)
+ vc4->job = NULL;
+
+ ralloc_free(job);
+}
+
+static struct vc4_job *
+vc4_job_create(struct vc4_context *vc4)
+{
+ struct vc4_job *job = rzalloc(vc4, struct vc4_job);
+
+ vc4_init_cl(job, &job->bcl);
+ vc4_init_cl(job, &job->shader_rec);
+ vc4_init_cl(job, &job->uniforms);
+ vc4_init_cl(job, &job->bo_handles);
+ vc4_init_cl(job, &job->bo_pointers);
job->draw_min_x = ~0;
job->draw_min_y = ~0;
job->draw_max_x = 0;
job->draw_max_y = 0;
- pipe_surface_reference(&job->color_write, NULL);
- pipe_surface_reference(&job->color_read, NULL);
- pipe_surface_reference(&job->msaa_color_write, NULL);
- pipe_surface_reference(&job->zs_write, NULL);
- pipe_surface_reference(&job->zs_read, NULL);
- pipe_surface_reference(&job->msaa_zs_write, NULL);
+ return job;
+}
+
+void
+vc4_flush_jobs_writing_resource(struct vc4_context *vc4,
+ struct pipe_resource *prsc)
+{
+ struct hash_entry *entry = _mesa_hash_table_search(vc4->write_jobs,
+ prsc);
+ if (entry) {
+ struct vc4_job *job = entry->data;
+ vc4_job_submit(vc4, job);
+ }
+}
+
+void
+vc4_flush_jobs_reading_resource(struct vc4_context *vc4,
+ struct pipe_resource *prsc)
+{
+ struct vc4_resource *rsc = vc4_resource(prsc);
+
+ vc4_flush_jobs_writing_resource(vc4, prsc);
+
+ struct hash_entry *entry;
+ hash_table_foreach(vc4->jobs, entry) {
+ struct vc4_job *job = entry->data;
+
+ struct vc4_bo **referenced_bos = job->bo_pointers.base;
+ for (int i = 0; i < cl_offset(&job->bo_handles) / 4; i++) {
+ if (referenced_bos[i] == rsc->bo) {
+ vc4_job_submit(vc4, job);
+ continue;
+ }
+ }
+
+ /* Also check for the Z/color buffers, since the references to
+ * those are only added immediately before submit.
+ */
+ if (job->color_read && !(job->cleared & PIPE_CLEAR_COLOR)) {
+ struct vc4_resource *ctex =
+ vc4_resource(job->color_read->texture);
+ if (ctex->bo == rsc->bo) {
+ vc4_job_submit(vc4, job);
+ continue;
+ }
+ }
+
+ if (job->zs_read && !(job->cleared &
+ (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) {
+ struct vc4_resource *ztex =
+ vc4_resource(job->zs_read->texture);
+ if (ztex->bo == rsc->bo) {
+ vc4_job_submit(vc4, job);
+ continue;
+ }
+ }
+ }
+}
+
+/**
+ * Returns a vc4_job struture for tracking V3D rendering to a particular FBO.
+ *
+ * If we've already started rendering to this FBO, then return old same job,
+ * otherwise make a new one. If we're beginning rendering to an FBO, make
+ * sure that any previous reads of the FBO (or writes to its color/Z surfaces)
+ * have been flushed.
+ */
+struct vc4_job *
+vc4_get_job(struct vc4_context *vc4,
+ struct pipe_surface *cbuf, struct pipe_surface *zsbuf)
+{
+ /* Return the existing job for this FBO if we have one */
+ struct vc4_job_key local_key = {.cbuf = cbuf, .zsbuf = zsbuf};
+ struct hash_entry *entry = _mesa_hash_table_search(vc4->jobs,
+ &local_key);
+ if (entry)
+ return entry->data;
+
+ /* Creating a new job. Make sure that any previous jobs reading or
+ * writing these buffers are flushed.
+ */
+ if (cbuf)
+ vc4_flush_jobs_reading_resource(vc4, cbuf->texture);
+ if (zsbuf)
+ vc4_flush_jobs_reading_resource(vc4, zsbuf->texture);
+
+ struct vc4_job *job = vc4_job_create(vc4);
+
+ if (cbuf) {
+ if (cbuf->texture->nr_samples > 1) {
+ job->msaa = true;
+ pipe_surface_reference(&job->msaa_color_write, cbuf);
+ } else {
+ pipe_surface_reference(&job->color_write, cbuf);
+ }
+ }
+
+ if (zsbuf) {
+ if (zsbuf->texture->nr_samples > 1) {
+ job->msaa = true;
+ pipe_surface_reference(&job->msaa_zs_write, zsbuf);
+ } else {
+ pipe_surface_reference(&job->zs_write, zsbuf);
+ }
+ }
+
+ if (job->msaa) {
+ job->tile_width = 32;
+ job->tile_height = 32;
+ } else {
+ job->tile_width = 64;
+ job->tile_height = 64;
+ }
+
+ if (cbuf)
+ _mesa_hash_table_insert(vc4->write_jobs, cbuf->texture, job);
+ if (zsbuf)
+ _mesa_hash_table_insert(vc4->write_jobs, zsbuf->texture, job);
+
+ job->key.cbuf = cbuf;
+ job->key.zsbuf = zsbuf;
+ _mesa_hash_table_insert(vc4->jobs, &job->key, job);
+
+ return job;
+}
+
+struct vc4_job *
+vc4_get_job_for_fbo(struct vc4_context *vc4)
+{
+ if (vc4->job)
+ return vc4->job;
+
+ struct pipe_surface *cbuf = vc4->framebuffer.cbufs[0];
+ struct pipe_surface *zsbuf = vc4->framebuffer.zsbuf;
+ struct vc4_job *job = vc4_get_job(vc4, cbuf, zsbuf);
+
+ /* The dirty flags are tracking what's been updated while vc4->job has
+ * been bound, so set them all to ~0 when switching between jobs. We
+ * also need to reset all state at the start of rendering.
+ */
+ vc4->dirty = ~0;
+
+ /* Set up the read surfaces in the job. If they aren't actually
+ * getting read (due to a clear starting the frame), job->cleared will
+ * mask out the read.
+ */
+ pipe_surface_reference(&job->color_read, cbuf);
+ pipe_surface_reference(&job->zs_read, zsbuf);
+
+ /* If we're binding to uninitialized buffers, no need to load their
+ * contents before drawing.
+ */
+ if (cbuf) {
+ struct vc4_resource *rsc = vc4_resource(cbuf->texture);
+ if (!rsc->writes)
+ job->cleared |= PIPE_CLEAR_COLOR0;
+ }
+
+ if (zsbuf) {
+ struct vc4_resource *rsc = vc4_resource(zsbuf->texture);
+ if (!rsc->writes)
+ job->cleared |= PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL;
+ }
+
+ job->draw_tiles_x = DIV_ROUND_UP(vc4->framebuffer.width,
+ job->tile_width);
+ job->draw_tiles_y = DIV_ROUND_UP(vc4->framebuffer.height,
+ job->tile_height);
+
+ vc4->job = job;
+
+ return job;
}
static void
vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job)
{
if (!job->needs_flush)
- return;
+ goto done;
/* The RCL setup would choke if the draw bounds cause no drawing, so
* just drop the drawing if that's the case.
*/
if (job->draw_max_x <= job->draw_min_x ||
job->draw_max_y <= job->draw_min_y) {
- vc4_job_reset(job);
- return;
+ goto done;
}
if (vc4_debug & VC4_DEBUG_CL) {
#ifndef USE_VC4_SIMULATOR
ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit);
#else
- ret = vc4_simulator_flush(vc4, &submit);
+ ret = vc4_simulator_flush(vc4, &submit, job);
#endif
static bool warned = false;
if (ret && !warned) {
}
}
- vc4_job_reset(vc4->job);
+done:
+ vc4_job_free(vc4, job);
+}
+
+static bool
+vc4_job_compare(const void *a, const void *b)
+{
+ return memcmp(a, b, sizeof(struct vc4_job_key)) == 0;
+}
+
+static uint32_t
+vc4_job_hash(const void *key)
+{
+ return _mesa_hash_data(key, sizeof(struct vc4_job_key));
+}
+
+void
+vc4_job_init(struct vc4_context *vc4)
+{
+ vc4->jobs = _mesa_hash_table_create(vc4,
+ vc4_job_hash,
+ vc4_job_compare);
+ vc4->write_jobs = _mesa_hash_table_create(vc4,
+ _mesa_hash_pointer,
+ _mesa_key_pointer_equal);
}
+
blit.filter = PIPE_TEX_FILTER_NEAREST;
pctx->blit(pctx, &blit);
- vc4_flush(pctx);
pipe_resource_reference(&trans->ss_resource, NULL);
}
if (prsc->bind & PIPE_BIND_VERTEX_BUFFER)
vc4->dirty |= VC4_DIRTY_VTXBUF;
} else {
- /* If we failed to reallocate, flush everything so
- * that we don't violate any syncing requirements.
+ /* If we failed to reallocate, flush users so that we
+ * don't violate any syncing requirements.
*/
- vc4_flush(pctx);
+ vc4_flush_jobs_reading_resource(vc4, prsc);
}
} else if (!(usage & PIPE_TRANSFER_UNSYNCHRONIZED)) {
/* If we're writing and the buffer is being used by the CL, we
* have to flush the CL first. If we're only reading, we need
* to flush if the CL has written our buffer.
*/
- if (vc4_cl_references_bo(pctx, rsc->bo,
- usage & PIPE_TRANSFER_WRITE)) {
- vc4_flush(pctx);
- }
+ if (usage & PIPE_TRANSFER_WRITE)
+ vc4_flush_jobs_reading_resource(vc4, prsc);
+ else
+ vc4_flush_jobs_writing_resource(vc4, prsc);
}
if (usage & PIPE_TRANSFER_WRITE)
blit.filter = PIPE_TEX_FILTER_NEAREST;
pctx->blit(pctx, &blit);
- vc4_flush(pctx);
+ vc4_flush_jobs_writing_resource(vc4, blit.dst.resource);
}
/* The rest of the mapping process should use our temporary. */
}
static int
-vc4_simulator_pin_bos(struct drm_device *dev, struct vc4_exec_info *exec)
+vc4_simulator_pin_bos(struct drm_device *dev, struct vc4_job *job,
+ struct vc4_exec_info *exec)
{
struct drm_vc4_submit_cl *args = exec->args;
- struct vc4_context *vc4 = dev->vc4;
- struct vc4_job *job = vc4->job;
struct vc4_bo **bos = job->bo_pointers.base;
exec->bo_count = args->bo_handle_count;
}
int
-vc4_simulator_flush(struct vc4_context *vc4, struct drm_vc4_submit_cl *args)
+vc4_simulator_flush(struct vc4_context *vc4,
+ struct drm_vc4_submit_cl *args, struct vc4_job *job)
{
struct vc4_screen *screen = vc4->screen;
struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
exec.args = args;
- ret = vc4_simulator_pin_bos(dev, &exec);
+ ret = vc4_simulator_pin_bos(dev, job, &exec);
if (ret)
return ret;
const struct pipe_framebuffer_state *framebuffer)
{
struct vc4_context *vc4 = vc4_context(pctx);
- struct vc4_job *job = vc4->job;
struct pipe_framebuffer_state *cso = &vc4->framebuffer;
unsigned i;
- vc4_flush(pctx);
+ vc4->job = NULL;
for (i = 0; i < framebuffer->nr_cbufs; i++)
pipe_surface_reference(&cso->cbufs[i], framebuffer->cbufs[i]);
cso->width = framebuffer->width;
cso->height = framebuffer->height;
- /* If we're binding to uninitialized buffers, no need to load their
- * contents before drawing..
- */
- if (cso->cbufs[0]) {
- struct vc4_resource *rsc =
- vc4_resource(cso->cbufs[0]->texture);
- if (!rsc->writes)
- job->cleared |= PIPE_CLEAR_COLOR0;
- }
-
- if (cso->zsbuf) {
- struct vc4_resource *rsc =
- vc4_resource(cso->zsbuf->texture);
- if (!rsc->writes)
- job->cleared |= PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL;
- }
-
/* Nonzero texture mipmap levels are laid out as if they were in
* power-of-two-sized spaces. The renderbuffer config infers its
* stride from the width parameter, so we need to configure our
rsc->cpp);
}
- job->msaa = false;
- if (cso->cbufs[0])
- job->msaa = cso->cbufs[0]->texture->nr_samples > 1;
- else if (cso->zsbuf)
- job->msaa = cso->zsbuf->texture->nr_samples > 1;
-
- if (job->msaa) {
- job->tile_width = 32;
- job->tile_height = 32;
- } else {
- job->tile_width = 64;
- job->tile_height = 64;
- }
- job->draw_tiles_x = DIV_ROUND_UP(cso->width, job->tile_width);
- job->draw_tiles_y = DIV_ROUND_UP(cso->height, job->tile_height);
-
vc4->dirty |= VC4_DIRTY_FRAMEBUFFER;
}