diff --git a/src/gallium/drivers/vc4/Makefile.sources b/src/gallium/drivers/vc4/Makefile.sources index ec0f25ca34a..62cd0e00d90 100644 --- a/src/gallium/drivers/vc4/Makefile.sources +++ b/src/gallium/drivers/vc4/Makefile.sources @@ -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 \ diff --git a/src/gallium/drivers/vc4/vc4_context.c b/src/gallium/drivers/vc4/vc4_context.c index daa5ba5d4c6..b394c186efb 100644 --- a/src/gallium/drivers/vc4/vc4_context.c +++ b/src/gallium/drivers/vc4/vc4_context.c @@ -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; diff --git a/src/gallium/drivers/vc4/vc4_context.h b/src/gallium/drivers/vc4/vc4_context.h index fa1cc43ccd6..72d655e4cc2 100644 --- a/src/gallium/drivers/vc4/vc4_context.h +++ b/src/gallium/drivers/vc4/vc4_context.h @@ -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); diff --git a/src/gallium/drivers/vc4/vc4_job.c b/src/gallium/drivers/vc4/vc4_job.c new file mode 100644 index 00000000000..76037162102 --- /dev/null +++ b/src/gallium/drivers/vc4/vc4_job.c @@ -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 +#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); +}