/* * Copyright © 2014-2017 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. */ #include "util/u_math.h" #include "util/ralloc.h" #include "v3d_context.h" /* The branching packets are the same across V3D versions. */ #define V3D_VERSION 33 #include "broadcom/common/v3d_macros.h" #include "broadcom/cle/v3dx_pack.h" void v3d_init_cl(struct v3d_job *job, struct v3d_cl *cl) { cl->base = NULL; cl->next = cl->base; cl->size = 0; cl->job = job; } uint32_t v3d_cl_ensure_space(struct v3d_cl *cl, uint32_t space, uint32_t alignment) { uint32_t offset = align(cl_offset(cl), alignment); if (offset + space <= cl->size) { cl->next = cl->base + offset; return offset; } v3d_bo_unreference(&cl->bo); cl->bo = v3d_bo_alloc(cl->job->v3d->screen, align(space, 4096), "CL"); cl->base = v3d_bo_map(cl->bo); cl->size = cl->bo->size; cl->next = cl->base; return 0; } void v3d_cl_ensure_space_with_branch(struct v3d_cl *cl, uint32_t space) { if (cl_offset(cl) + space + cl_packet_length(BRANCH) <= cl->size) return; struct v3d_bo *new_bo = v3d_bo_alloc(cl->job->v3d->screen, 4096, "CL"); assert(space <= new_bo->size); /* Chain to the new BO from the old one. */ if (cl->bo) { cl_emit(cl, BRANCH, branch) { branch.address = cl_address(new_bo, 0); } v3d_bo_unreference(&cl->bo); } else { /* Root the first RCL/BCL BO in the job. */ v3d_job_add_bo(cl->job, cl->bo); } cl->bo = new_bo; cl->base = v3d_bo_map(cl->bo); cl->size = cl->bo->size; cl->next = cl->base; } void v3d_destroy_cl(struct v3d_cl *cl) { v3d_bo_unreference(&cl->bo); }