/* * Copyright © 2014-2015 Broadcom * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** @file vc4_job.c * * Functions for submitting VC4 render jobs to the kernel. */ #include #include "vc4_context.h" void vc4_job_init(struct vc4_context *vc4) { 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_job_reset(vc4); } void vc4_job_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; } /** * Submits the job to the kernel and then reinitializes it. */ void vc4_job_submit(struct vc4_context *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_job_reset(vc4); }