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authorEric Anholt <[email protected]>2015-07-09 22:51:06 -0700
committerEric Anholt <[email protected]>2015-07-14 11:31:57 -0700
commit7432017f65174e82a3de7afef3e4e6f60932356c (patch)
tree4777351f67cfadb00379723d7b918903b08b6353 /src/gallium/drivers/vc4/vc4_draw.c
parenta0d3915663fb7cbd3c1a5561450e256e00ecf11b (diff)
vc4: Rework cl handling to be friendlier to the compiler.
Drops 680 bytes of code, from avoiding a bunch of extra updates to the next pointer in the struct.
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_draw.c')
-rw-r--r--src/gallium/drivers/vc4/vc4_draw.c109
1 files changed, 58 insertions, 51 deletions
diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c
index 5e6d70d6f33..fc3c2321abb 100644
--- a/src/gallium/drivers/vc4/vc4_draw.c
+++ b/src/gallium/drivers/vc4/vc4_draw.c
@@ -71,37 +71,40 @@ vc4_start_draw(struct vc4_context *vc4)
uint32_t height = vc4->framebuffer.height;
uint32_t tilew = align(width, 64) / 64;
uint32_t tileh = align(height, 64) / 64;
+ struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
// Tile state data is 48 bytes per tile, I think it can be thrown away
// as soon as binning is finished.
- cl_u8(&vc4->bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
- cl_u32(&vc4->bcl, 0); /* tile alloc addr, filled by kernel */
- cl_u32(&vc4->bcl, 0); /* tile alloc size, filled by kernel */
- cl_u32(&vc4->bcl, 0); /* tile state addr, filled by kernel */
- cl_u8(&vc4->bcl, tilew);
- cl_u8(&vc4->bcl, tileh);
- cl_u8(&vc4->bcl, 0); /* flags, filled by kernel. */
+ cl_u8(&bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
+ cl_u32(&bcl, 0); /* tile alloc addr, filled by kernel */
+ cl_u32(&bcl, 0); /* tile alloc size, filled by kernel */
+ cl_u32(&bcl, 0); /* tile state addr, filled by kernel */
+ cl_u8(&bcl, tilew);
+ cl_u8(&bcl, tileh);
+ cl_u8(&bcl, 0); /* flags, filled by kernel. */
/* START_TILE_BINNING resets the statechange counters in the hardware,
* which are what is used when a primitive is binned to a tile to
* figure out what new state packets need to be written to that tile's
* command list.
*/
- cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING);
+ cl_u8(&bcl, VC4_PACKET_START_TILE_BINNING);
/* Reset the current compressed primitives format. This gets modified
* by VC4_PACKET_GL_INDEXED_PRIMITIVE and
* VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
* of every tile.
*/
- cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
- cl_u8(&vc4->bcl, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX |
- VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES));
+ cl_u8(&bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
+ cl_u8(&bcl, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX |
+ VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES));
vc4->needs_flush = true;
vc4->draw_call_queued = true;
vc4->draw_width = width;
vc4->draw_height = height;
+
+ cl_end(&vc4->bcl, bcl);
}
static void
@@ -167,28 +170,29 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
*/
uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
/* Emit the shader record. */
- cl_start_shader_reloc(&vc4->shader_rec, 3 + num_elements_emit);
- cl_u16(&vc4->shader_rec,
+ struct vc4_cl_out *shader_rec =
+ cl_start_shader_reloc(&vc4->shader_rec, 3 + num_elements_emit);
+ cl_u16(&shader_rec,
VC4_SHADER_FLAG_ENABLE_CLIPPING |
((info->mode == PIPE_PRIM_POINTS &&
vc4->rasterizer->base.point_size_per_vertex) ?
VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
- cl_u8(&vc4->shader_rec, 0); /* fs num uniforms (unused) */
- cl_u8(&vc4->shader_rec, vc4->prog.fs->num_inputs);
- cl_reloc(vc4, &vc4->shader_rec, vc4->prog.fs->bo, 0);
- cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
-
- cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */
- cl_u8(&vc4->shader_rec, vc4->prog.vs->vattrs_live);
- cl_u8(&vc4->shader_rec, vc4->prog.vs->vattr_offsets[8]);
- cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0);
- cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
-
- cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */
- cl_u8(&vc4->shader_rec, vc4->prog.cs->vattrs_live);
- cl_u8(&vc4->shader_rec, vc4->prog.cs->vattr_offsets[8]);
- cl_reloc(vc4, &vc4->shader_rec, vc4->prog.cs->bo, 0);
- cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
+ cl_u8(&shader_rec, 0); /* fs num uniforms (unused) */
+ cl_u8(&shader_rec, vc4->prog.fs->num_inputs);
+ cl_reloc(vc4, &vc4->shader_rec, &shader_rec, vc4->prog.fs->bo, 0);
+ cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
+
+ cl_u16(&shader_rec, 0); /* vs num uniforms */
+ cl_u8(&shader_rec, vc4->prog.vs->vattrs_live);
+ cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[8]);
+ cl_reloc(vc4, &vc4->shader_rec, &shader_rec, vc4->prog.vs->bo, 0);
+ cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
+
+ cl_u16(&shader_rec, 0); /* cs num uniforms */
+ cl_u8(&shader_rec, vc4->prog.cs->vattrs_live);
+ cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[8]);
+ cl_reloc(vc4, &vc4->shader_rec, &shader_rec, vc4->prog.cs->bo, 0);
+ cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
uint32_t max_index = 0xffff;
uint32_t vpm_offset = 0;
@@ -202,11 +206,11 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
uint32_t elem_size =
util_format_get_blocksize(elem->src_format);
- cl_reloc(vc4, &vc4->shader_rec, rsc->bo, offset);
- cl_u8(&vc4->shader_rec, elem_size - 1);
- cl_u8(&vc4->shader_rec, vb->stride);
- cl_u8(&vc4->shader_rec, vc4->prog.vs->vattr_offsets[i]);
- cl_u8(&vc4->shader_rec, vc4->prog.cs->vattr_offsets[i]);
+ cl_reloc(vc4, &vc4->shader_rec, &shader_rec, rsc->bo, offset);
+ cl_u8(&shader_rec, elem_size - 1);
+ cl_u8(&shader_rec, vb->stride);
+ cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[i]);
+ cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[i]);
vpm_offset += align(elem_size, 4);
@@ -219,21 +223,23 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
if (vtx->num_elements == 0) {
assert(num_elements_emit == 1);
struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
- cl_reloc(vc4, &vc4->shader_rec, bo, 0);
- cl_u8(&vc4->shader_rec, 16 - 1); /* element size */
- cl_u8(&vc4->shader_rec, 0); /* stride */
- cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */
- cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */
+ cl_reloc(vc4, &vc4->shader_rec, &shader_rec, bo, 0);
+ cl_u8(&shader_rec, 16 - 1); /* element size */
+ cl_u8(&shader_rec, 0); /* stride */
+ cl_u8(&shader_rec, 0); /* VS VPM offset */
+ cl_u8(&shader_rec, 0); /* CS VPM offset */
vc4_bo_unreference(&bo);
}
+ cl_end(&vc4->shader_rec, shader_rec);
+ struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
/* the actual draw call. */
- cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE);
+ cl_u8(&bcl, VC4_PACKET_GL_SHADER_STATE);
assert(vtx->num_elements <= 8);
/* Note that number of attributes == 0 in the packet means 8
* attributes. This field also contains the offset into shader_rec.
*/
- cl_u32(&vc4->bcl, num_elements_emit & 0x7);
+ cl_u32(&bcl, num_elements_emit & 0x7);
/* Note that the primitive type fields match with OpenGL/gallium
* definitions, up to but not including QUADS.
@@ -251,25 +257,26 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
}
struct vc4_resource *rsc = vc4_resource(prsc);
- cl_start_reloc(&vc4->bcl, 1);
- cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
- cl_u8(&vc4->bcl,
+ cl_start_reloc(&vc4->bcl, &bcl, 1);
+ cl_u8(&bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
+ cl_u8(&bcl,
info->mode |
(index_size == 2 ?
VC4_INDEX_BUFFER_U16:
VC4_INDEX_BUFFER_U8));
- cl_u32(&vc4->bcl, info->count);
- cl_reloc(vc4, &vc4->bcl, rsc->bo, offset);
- cl_u32(&vc4->bcl, max_index);
+ cl_u32(&bcl, info->count);
+ cl_reloc(vc4, &vc4->bcl, &bcl, rsc->bo, offset);
+ cl_u32(&bcl, max_index);
if (vc4->indexbuf.index_size == 4)
pipe_resource_reference(&prsc, NULL);
} else {
- cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
- cl_u8(&vc4->bcl, info->mode);
- cl_u32(&vc4->bcl, info->count);
- cl_u32(&vc4->bcl, info->start);
+ cl_u8(&bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
+ cl_u8(&bcl, info->mode);
+ cl_u32(&bcl, info->count);
+ cl_u32(&bcl, info->start);
}
+ cl_end(&vc4->bcl, bcl);
if (vc4->zsa && vc4->zsa->base.depth.enabled) {
vc4->resolve |= PIPE_CLEAR_DEPTH;