void vc4_job_reset(struct vc4_context *vc4) { struct vc4_bo **referenced_bos = vc4->bo_pointers.base; for (int i = 0; i < cl_offset(&vc4->bo_handles) / 4; i++) { vc4_bo_unreference(&referenced_bos[i]); } vc4_reset_cl(&vc4->bcl); 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_calls_queued = 0; /* 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) { struct vc4_context *vc4 = vc4_context(pctx); if (!vc4->needs_flush) return; cl_u8(&vc4->bcl, VC4_PACKET_FLUSH_ALL); cl_u8(&vc4->bcl, VC4_PACKET_NOP); cl_u8(&vc4->bcl, VC4_PACKET_HALT); vc4_setup_rcl(vc4); struct drm_vc4_submit_cl submit; memset(&submit, 0, sizeof(submit)); submit.bo_handles = vc4->bo_handles.base; submit.bo_handle_count = (vc4->bo_handles.next - vc4->bo_handles.base) / 4; submit.bin_cl = vc4->bcl.base; submit.bin_cl_size = vc4->bcl.next - vc4->bcl.base; submit.render_cl = vc4->rcl.base; submit.render_cl_size = vc4->rcl.next - vc4->rcl.base; submit.shader_rec = 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 = 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) errx(1, "VC4 submit failed\n"); } 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); struct vc4_bo **referenced_bos = vc4->bo_pointers.base; for (int i = 0; i < submit.bo_handle_count; i++) vc4_bo_unreference(&referenced_bos[i]); vc4_reset_cl(&vc4->bo_pointers); vc4->shader_rec_count = 0; vc4->needs_flush = false; vc4->draw_call_queued = false; vc4->dirty = ~0; vc4->resolve = 0; vc4->cleared = 0; }
void vc4_flush(struct pipe_context *pctx) { struct vc4_context *vc4 = vc4_context(pctx); if (!vc4->needs_flush) return; /* The FLUSH caps all of our bin lists with a VC4_PACKET_RETURN. */ cl_u8(&vc4->bcl, VC4_PACKET_FLUSH); cl_u8(&vc4->bcl, VC4_PACKET_NOP); cl_u8(&vc4->bcl, VC4_PACKET_HALT); vc4_setup_rcl(vc4); if (vc4_debug & VC4_DEBUG_CL) { fprintf(stderr, "BCL:\n"); vc4_dump_cl(vc4->bcl.base, vc4->bcl.end - vc4->bcl.base, false); fprintf(stderr, "RCL:\n"); vc4_dump_cl(vc4->rcl.base, vc4->rcl.end - vc4->rcl.base, true); } struct drm_vc4_submit_cl submit; memset(&submit, 0, sizeof(submit)); submit.bo_handles = vc4->bo_handles.base; submit.bo_handle_count = (vc4->bo_handles.next - vc4->bo_handles.base) / 4; submit.bin_cl = vc4->bcl.base; submit.bin_cl_size = vc4->bcl.next - vc4->bcl.base; submit.render_cl = vc4->rcl.base; submit.render_cl_size = vc4->rcl.next - vc4->rcl.base; submit.shader_rec = 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 = 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_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); struct vc4_bo **referenced_bos = vc4->bo_pointers.base; for (int i = 0; i < submit.bo_handle_count; i++) vc4_bo_unreference(&referenced_bos[i]); 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; }