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/*
* Copyright © 2014-2017 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.
*/
#include "util/u_math.h"
#include "util/ralloc.h"
#include "v3d_context.h"
/* The branching packets are the same across V3D versions. */
#define V3D_VERSION 33
#include "broadcom/common/v3d_macros.h"
#include "broadcom/cle/v3dx_pack.h"
void
v3d_init_cl(struct v3d_job *job, struct v3d_cl *cl)
{
cl->base = NULL;
cl->next = cl->base;
cl->size = 0;
cl->job = job;
}
uint32_t
v3d_cl_ensure_space(struct v3d_cl *cl, uint32_t space, uint32_t alignment)
{
uint32_t offset = align(cl_offset(cl), alignment);
if (offset + space <= cl->size) {
cl->next = cl->base + offset;
return offset;
}
v3d_bo_unreference(&cl->bo);
cl->bo = v3d_bo_alloc(cl->job->v3d->screen, align(space, 4096), "CL");
cl->base = v3d_bo_map(cl->bo);
cl->size = cl->bo->size;
cl->next = cl->base;
return 0;
}
void
v3d_cl_ensure_space_with_branch(struct v3d_cl *cl, uint32_t space)
{
if (cl_offset(cl) + space + cl_packet_length(BRANCH) <= cl->size)
return;
struct v3d_bo *new_bo = v3d_bo_alloc(cl->job->v3d->screen, space, "CL");
assert(space <= new_bo->size);
/* Chain to the new BO from the old one. */
if (cl->bo) {
cl_emit(cl, BRANCH, branch) {
branch.address = cl_address(new_bo, 0);
}
v3d_bo_unreference(&cl->bo);
} else {
/* Root the first RCL/BCL BO in the job. */
v3d_job_add_bo(cl->job, new_bo);
}
cl->bo = new_bo;
cl->base = v3d_bo_map(cl->bo);
cl->size = cl->bo->size;
cl->next = cl->base;
}
void
v3d_destroy_cl(struct v3d_cl *cl)
{
v3d_bo_unreference(&cl->bo);
}
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