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:
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44b63cf5c0
commit
e214a59635
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@ -11,6 +11,7 @@ C_SOURCES := \
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vc4_emit.c \
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vc4_fence.c \
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vc4_formats.c \
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vc4_job.c \
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vc4_opt_algebraic.c \
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vc4_opt_constant_folding.c \
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vc4_opt_copy_propagation.c \
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@ -296,40 +296,6 @@ vc4_setup_rcl(struct vc4_context *vc4)
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ztex->writes++;
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}
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static void
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vc4_draw_reset(struct vc4_context *vc4)
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{
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struct vc4_bo **referenced_bos = vc4->bo_pointers.base;
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for (int i = 0; i < (vc4->bo_handles.next -
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vc4->bo_handles.base) / 4; i++) {
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vc4_bo_unreference(&referenced_bos[i]);
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}
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vc4_reset_cl(&vc4->bcl);
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vc4_reset_cl(&vc4->rcl);
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vc4_reset_cl(&vc4->shader_rec);
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vc4_reset_cl(&vc4->uniforms);
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vc4_reset_cl(&vc4->bo_handles);
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vc4_reset_cl(&vc4->bo_pointers);
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vc4->shader_rec_count = 0;
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vc4->needs_flush = false;
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vc4->draw_call_queued = false;
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/* We have no hardware context saved between our draw calls, so we
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* need to flag the next draw as needing all state emitted. Emitting
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* all state at the start of our draws is also what ensures that we
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* return to the state we need after a previous tile has finished.
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*/
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vc4->dirty = ~0;
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vc4->resolve = 0;
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vc4->cleared = 0;
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vc4->draw_min_x = ~0;
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vc4->draw_min_y = ~0;
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vc4->draw_max_x = 0;
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vc4->draw_max_y = 0;
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}
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void
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vc4_flush(struct pipe_context *pctx)
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{
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@ -343,7 +309,7 @@ vc4_flush(struct pipe_context *pctx)
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*/
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if (vc4->draw_max_x <= vc4->draw_min_x ||
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vc4->draw_max_y <= vc4->draw_min_y) {
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vc4_draw_reset(vc4);
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vc4_job_reset(vc4);
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return;
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}
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@ -358,54 +324,7 @@ vc4_flush(struct pipe_context *pctx)
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vc4_setup_rcl(vc4);
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if (vc4_debug & VC4_DEBUG_CL) {
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fprintf(stderr, "BCL:\n");
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vc4_dump_cl(vc4->bcl.base, vc4->bcl.next - vc4->bcl.base, false);
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fprintf(stderr, "RCL:\n");
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vc4_dump_cl(vc4->rcl.base, vc4->rcl.next - vc4->rcl.base, true);
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}
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struct drm_vc4_submit_cl submit;
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memset(&submit, 0, sizeof(submit));
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submit.bo_handles = (uintptr_t)vc4->bo_handles.base;
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submit.bo_handle_count = (vc4->bo_handles.next -
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vc4->bo_handles.base) / 4;
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submit.bin_cl = (uintptr_t)vc4->bcl.base;
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submit.bin_cl_size = vc4->bcl.next - vc4->bcl.base;
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submit.render_cl = (uintptr_t)vc4->rcl.base;
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submit.render_cl_size = vc4->rcl.next - vc4->rcl.base;
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submit.shader_rec = (uintptr_t)vc4->shader_rec.base;
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submit.shader_rec_size = vc4->shader_rec.next - vc4->shader_rec.base;
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submit.shader_rec_count = vc4->shader_rec_count;
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submit.uniforms = (uintptr_t)vc4->uniforms.base;
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submit.uniforms_size = vc4->uniforms.next - vc4->uniforms.base;
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if (!(vc4_debug & VC4_DEBUG_NORAST)) {
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int ret;
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#ifndef USE_VC4_SIMULATOR
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ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit);
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#else
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ret = vc4_simulator_flush(vc4, &submit);
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#endif
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if (ret) {
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fprintf(stderr, "VC4 submit failed\n");
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abort();
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}
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}
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vc4->last_emit_seqno = submit.seqno;
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if (vc4_debug & VC4_DEBUG_ALWAYS_SYNC) {
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if (!vc4_wait_seqno(vc4->screen, vc4->last_emit_seqno,
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PIPE_TIMEOUT_INFINITE)) {
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fprintf(stderr, "Wait failed.\n");
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abort();
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}
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}
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vc4_draw_reset(vc4);
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vc4_job_submit(vc4);
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}
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static void
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@ -532,13 +451,7 @@ vc4_context_create(struct pipe_screen *pscreen, void *priv)
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vc4_query_init(pctx);
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vc4_resource_context_init(pctx);
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vc4_init_cl(vc4, &vc4->bcl);
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vc4_init_cl(vc4, &vc4->rcl);
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vc4_init_cl(vc4, &vc4->shader_rec);
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vc4_init_cl(vc4, &vc4->uniforms);
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vc4_init_cl(vc4, &vc4->bo_handles);
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vc4_init_cl(vc4, &vc4->bo_pointers);
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vc4_draw_reset(vc4);
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vc4_job_init(vc4);
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vc4->fd = screen->fd;
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@ -326,6 +326,9 @@ void vc4_write_uniforms(struct vc4_context *vc4,
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struct vc4_texture_stateobj *texstate);
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void vc4_flush(struct pipe_context *pctx);
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void vc4_job_init(struct vc4_context *vc4);
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void vc4_job_submit(struct vc4_context *vc4);
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void vc4_job_reset(struct vc4_context *vc4);
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bool vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo);
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void vc4_emit_state(struct pipe_context *pctx);
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void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c);
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@ -0,0 +1,132 @@
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/*
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* Copyright © 2014-2015 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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/** @file vc4_job.c
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*
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* Functions for submitting VC4 render jobs to the kernel.
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*/
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#include <xf86drm.h>
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#include "vc4_context.h"
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void
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vc4_job_init(struct vc4_context *vc4)
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{
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vc4_init_cl(vc4, &vc4->bcl);
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vc4_init_cl(vc4, &vc4->rcl);
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vc4_init_cl(vc4, &vc4->shader_rec);
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vc4_init_cl(vc4, &vc4->uniforms);
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vc4_init_cl(vc4, &vc4->bo_handles);
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vc4_init_cl(vc4, &vc4->bo_pointers);
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vc4_job_reset(vc4);
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}
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void
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vc4_job_reset(struct vc4_context *vc4)
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{
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struct vc4_bo **referenced_bos = vc4->bo_pointers.base;
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for (int i = 0; i < (vc4->bo_handles.next -
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vc4->bo_handles.base) / 4; i++) {
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vc4_bo_unreference(&referenced_bos[i]);
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}
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vc4_reset_cl(&vc4->bcl);
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vc4_reset_cl(&vc4->rcl);
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vc4_reset_cl(&vc4->shader_rec);
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vc4_reset_cl(&vc4->uniforms);
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vc4_reset_cl(&vc4->bo_handles);
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vc4_reset_cl(&vc4->bo_pointers);
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vc4->shader_rec_count = 0;
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vc4->needs_flush = false;
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vc4->draw_call_queued = false;
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/* We have no hardware context saved between our draw calls, so we
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* need to flag the next draw as needing all state emitted. Emitting
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* all state at the start of our draws is also what ensures that we
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* return to the state we need after a previous tile has finished.
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*/
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vc4->dirty = ~0;
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vc4->resolve = 0;
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vc4->cleared = 0;
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vc4->draw_min_x = ~0;
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vc4->draw_min_y = ~0;
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vc4->draw_max_x = 0;
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vc4->draw_max_y = 0;
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}
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/**
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* Submits the job to the kernel and then reinitializes it.
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*/
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void
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vc4_job_submit(struct vc4_context *vc4)
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{
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if (vc4_debug & VC4_DEBUG_CL) {
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fprintf(stderr, "BCL:\n");
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vc4_dump_cl(vc4->bcl.base, vc4->bcl.next - vc4->bcl.base, false);
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fprintf(stderr, "RCL:\n");
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vc4_dump_cl(vc4->rcl.base, vc4->rcl.next - vc4->rcl.base, true);
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}
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struct drm_vc4_submit_cl submit;
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memset(&submit, 0, sizeof(submit));
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submit.bo_handles = (uintptr_t)vc4->bo_handles.base;
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submit.bo_handle_count = (vc4->bo_handles.next -
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vc4->bo_handles.base) / 4;
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submit.bin_cl = (uintptr_t)vc4->bcl.base;
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submit.bin_cl_size = vc4->bcl.next - vc4->bcl.base;
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submit.render_cl = (uintptr_t)vc4->rcl.base;
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submit.render_cl_size = vc4->rcl.next - vc4->rcl.base;
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submit.shader_rec = (uintptr_t)vc4->shader_rec.base;
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submit.shader_rec_size = vc4->shader_rec.next - vc4->shader_rec.base;
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submit.shader_rec_count = vc4->shader_rec_count;
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submit.uniforms = (uintptr_t)vc4->uniforms.base;
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submit.uniforms_size = vc4->uniforms.next - vc4->uniforms.base;
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if (!(vc4_debug & VC4_DEBUG_NORAST)) {
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int ret;
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#ifndef USE_VC4_SIMULATOR
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ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit);
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#else
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ret = vc4_simulator_flush(vc4, &submit);
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#endif
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if (ret) {
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fprintf(stderr, "VC4 submit failed\n");
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abort();
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}
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}
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vc4->last_emit_seqno = submit.seqno;
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if (vc4_debug & VC4_DEBUG_ALWAYS_SYNC) {
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if (!vc4_wait_seqno(vc4->screen, vc4->last_emit_seqno,
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PIPE_TIMEOUT_INFINITE)) {
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fprintf(stderr, "Wait failed.\n");
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abort();
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}
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}
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vc4_job_reset(vc4);
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}
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