vc4: Separate out a bit of code for submitting jobs to the kernel.

I want to be able to have multiple jobs being set up at the same time (for
example, a render job to do a little fixup blit in the course of doing a
render to the main FBO).
This commit is contained in:
Eric Anholt 2015-04-06 12:58:51 -07:00
parent 44b63cf5c0
commit e214a59635
4 changed files with 139 additions and 90 deletions

View File

@ -11,6 +11,7 @@ C_SOURCES := \
vc4_emit.c \
vc4_fence.c \
vc4_formats.c \
vc4_job.c \
vc4_opt_algebraic.c \
vc4_opt_constant_folding.c \
vc4_opt_copy_propagation.c \

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@ -296,40 +296,6 @@ vc4_setup_rcl(struct vc4_context *vc4)
ztex->writes++;
}
static void
vc4_draw_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;
}
void
vc4_flush(struct pipe_context *pctx)
{
@ -343,7 +309,7 @@ vc4_flush(struct pipe_context *pctx)
*/
if (vc4->draw_max_x <= vc4->draw_min_x ||
vc4->draw_max_y <= vc4->draw_min_y) {
vc4_draw_reset(vc4);
vc4_job_reset(vc4);
return;
}
@ -358,54 +324,7 @@ vc4_flush(struct pipe_context *pctx)
vc4_setup_rcl(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_draw_reset(vc4);
vc4_job_submit(vc4);
}
static void
@ -532,13 +451,7 @@ vc4_context_create(struct pipe_screen *pscreen, void *priv)
vc4_query_init(pctx);
vc4_resource_context_init(pctx);
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_draw_reset(vc4);
vc4_job_init(vc4);
vc4->fd = screen->fd;

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@ -326,6 +326,9 @@ void vc4_write_uniforms(struct vc4_context *vc4,
struct vc4_texture_stateobj *texstate);
void vc4_flush(struct pipe_context *pctx);
void vc4_job_init(struct vc4_context *vc4);
void vc4_job_submit(struct vc4_context *vc4);
void vc4_job_reset(struct vc4_context *vc4);
bool vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo);
void vc4_emit_state(struct pipe_context *pctx);
void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c);

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@ -0,0 +1,132 @@
/*
* 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 <xf86drm.h>
#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);
}