summaryrefslogtreecommitdiffstats
path: root/src/gallium/drivers/vc4/vc4_context.c
diff options
context:
space:
mode:
authorEric Anholt <[email protected]>2015-04-06 12:58:51 -0700
committerEric Anholt <[email protected]>2015-04-13 23:20:45 -0700
commite214a596352e67c89ce379a1e5a060dbc1ce31e1 (patch)
treea066aa9566c1bc58442b81b7d2e063f104a5c854 /src/gallium/drivers/vc4/vc4_context.c
parent44b63cf5c051f7eccfc1d7427247fd58dabb7761 (diff)
vc4: Separate out a bit of code for submitting jobs to the kernel.
I want to be able to have multiple jobs being set up at the same time (for example, a render job to do a little fixup blit in the course of doing a render to the main FBO).
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_context.c')
-rw-r--r--src/gallium/drivers/vc4/vc4_context.c93
1 files changed, 3 insertions, 90 deletions
diff --git a/src/gallium/drivers/vc4/vc4_context.c b/src/gallium/drivers/vc4/vc4_context.c
index daa5ba5d4c6..b394c186efb 100644
--- a/src/gallium/drivers/vc4/vc4_context.c
+++ b/src/gallium/drivers/vc4/vc4_context.c
@@ -296,40 +296,6 @@ vc4_setup_rcl(struct vc4_context *vc4)
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)
{
@@ -343,7 +309,7 @@ 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;
}
@@ -358,54 +324,7 @@ vc4_flush(struct pipe_context *pctx)
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
@@ -532,13 +451,7 @@ vc4_context_create(struct pipe_screen *pscreen, void *priv)
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;