diff options
author | Eric Anholt <[email protected]> | 2014-12-30 12:12:15 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-12-30 14:30:59 -0800 |
commit | 0404e7fe0ac2a6234a11290b4b1596e8bc127a4b (patch) | |
tree | 410574417c1108aa00db75dd0ea4b858b360b928 /src/gallium/drivers/vc4/vc4_context.c | |
parent | effb39e8998e8fc9e07b2658b9895cf5d3a9cc7a (diff) |
vc4: Move draw call reset handling to a helper function.
This will be more important in the next commit, when there's more state to
reset to nonzero values, and I want an early exit from the submit
function.
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_context.c')
-rw-r--r-- | src/gallium/drivers/vc4/vc4_context.c | 54 |
1 files changed, 31 insertions, 23 deletions
diff --git a/src/gallium/drivers/vc4/vc4_context.c b/src/gallium/drivers/vc4/vc4_context.c index d4a9eec7b08..401eb216f27 100644 --- a/src/gallium/drivers/vc4/vc4_context.c +++ b/src/gallium/drivers/vc4/vc4_context.c @@ -286,6 +286,35 @@ vc4_setup_rcl(struct vc4_context *vc4) ztex->writes++; } +static void +vc4_draw_reset(struct vc4_context *vc4) +{ + 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); + 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->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; +} + void vc4_flush(struct pipe_context *pctx) { @@ -351,28 +380,7 @@ vc4_flush(struct pipe_context *pctx) } } - 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); - struct vc4_bo **referenced_bos = vc4->bo_pointers.base; - for (int i = 0; i < submit.bo_handle_count; i++) - vc4_bo_unreference(&referenced_bos[i]); - 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_reset(vc4); } static void @@ -494,8 +502,8 @@ vc4_context_create(struct pipe_screen *pscreen, void *priv) 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->dirty = ~0; vc4->fd = screen->fd; util_slab_create(&vc4->transfer_pool, sizeof(struct vc4_transfer), |