v3dv: implement vkQueueSubmit
For now this only supports a single command buffer submit without any kind of sempaphores or fences involved. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
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@ -22,12 +22,85 @@
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*/
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*/
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#include "v3dv_private.h"
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#include "v3dv_private.h"
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#include "drm-uapi/v3d_drm.h"
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#include <errno.h>
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static VkResult
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queue_submit(struct v3dv_queue *queue,
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const VkSubmitInfo *pSubmit,
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VkFence fence)
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{
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/* FIXME */
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assert(fence == 0);
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assert(pSubmit->waitSemaphoreCount == 0);
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assert(pSubmit->signalSemaphoreCount == 0);
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assert(pSubmit->commandBufferCount == 1);
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V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, pSubmit->pCommandBuffers[0]);
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struct drm_v3d_submit_cl submit;
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/* While the RCL will implicitly depend on the last RCL to have finished, we
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* also need to block on any previous TFU job we may have dispatched.
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*/
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submit.in_sync_rcl = 0; /* FIXME */
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/* Update the sync object for the last rendering by our context. */
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submit.out_sync = 0; /* FIXME */
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submit.bcl_start = cmd_buffer->bcl.bo->offset;
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submit.bcl_end = cmd_buffer->bcl.bo->offset + v3dv_cl_offset(&cmd_buffer->bcl);
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submit.rcl_start = cmd_buffer->rcl.bo->offset;
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submit.rcl_end = cmd_buffer->rcl.bo->offset + v3dv_cl_offset(&cmd_buffer->rcl);
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submit.flags = 0; /* FIXME */
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submit.qma = cmd_buffer->tile_alloc->offset;
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submit.qms = cmd_buffer->tile_alloc->size;
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submit.qts = cmd_buffer->tile_state->offset;
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submit.bo_handle_count = cmd_buffer->bo_count;
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uint32_t *bo_handles =
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(uint32_t *) malloc(sizeof(uint32_t) * MAX2(4, submit.bo_handle_count * 2));
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uint32_t bo_idx = 0;
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set_foreach(cmd_buffer->bos, entry) {
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struct v3dv_bo *bo = (struct v3dv_bo *)entry->key;
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bo_handles[bo_idx++] = bo->handle;
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}
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assert(bo_idx == submit.bo_handle_count);
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submit.bo_handles = (uintptr_t)(void *)bo_handles;
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int ret = v3dv_ioctl(queue->device->fd, DRM_IOCTL_V3D_SUBMIT_CL, &submit);
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static bool warned = false;
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if (ret && !warned) {
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fprintf(stderr, "Draw call returned %s. Expect corruption.\n",
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strerror(errno));
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warned = true;
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}
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free(bo_handles);
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if (ret)
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return VK_ERROR_DEVICE_LOST;
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return VK_SUCCESS;
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}
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VkResult
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VkResult
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v3dv_QueueSubmit(VkQueue queue,
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v3dv_QueueSubmit(VkQueue _queue,
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uint32_t submitCount,
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uint32_t submitCount,
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const VkSubmitInfo* pSubmits,
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const VkSubmitInfo* pSubmits,
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VkFence fence)
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VkFence fence)
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{
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{
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return VK_SUCCESS;
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V3DV_FROM_HANDLE(v3dv_queue, queue, _queue);
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VkResult result = VK_SUCCESS;
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for (uint32_t i = 0; i < submitCount; i++) {
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result = queue_submit(queue, &pSubmits[i], fence);
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if (result != VK_SUCCESS)
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break;
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}
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return result;
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}
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}
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