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authorEric Anholt <[email protected]>2014-12-30 12:12:15 -0800
committerEric Anholt <[email protected]>2014-12-30 14:30:59 -0800
commit0404e7fe0ac2a6234a11290b4b1596e8bc127a4b (patch)
tree410574417c1108aa00db75dd0ea4b858b360b928 /src/gallium/drivers/vc4
parenteffb39e8998e8fc9e07b2658b9895cf5d3a9cc7a (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')
-rw-r--r--src/gallium/drivers/vc4/vc4_context.c54
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),