From e214a596352e67c89ce379a1e5a060dbc1ce31e1 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Mon, 6 Apr 2015 12:58:51 -0700 Subject: 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). --- src/gallium/drivers/vc4/vc4_job.c | 132 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 132 insertions(+) create mode 100644 src/gallium/drivers/vc4/vc4_job.c (limited to 'src/gallium/drivers/vc4/vc4_job.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); +} -- cgit v1.2.3