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v3d/v3dv: build simulator references conditionally
Instead of checking on run time if simulator is available or not, do it at build time. Reviewed-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com> Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30900>
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4 changed files with 18 additions and 12 deletions
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@ -2564,10 +2564,11 @@ VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_sampler, base, VkSampler,
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static inline int
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v3dv_ioctl(int fd, unsigned long request, void *arg)
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{
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if (USE_V3D_SIMULATOR)
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return v3d_simulator_ioctl(fd, request, arg);
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else
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return drmIoctl(fd, request, arg);
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#if USE_V3D_SIMULATOR
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return v3d_simulator_ioctl(fd, request, arg);
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#else
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return drmIoctl(fd, request, arg);
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#endif
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}
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/* Flags OOM conditions in command buffer state.
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@ -201,10 +201,13 @@ v3d_bo_free(struct v3d_bo *bo)
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struct v3d_screen *screen = bo->screen;
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if (bo->map) {
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if (USE_V3D_SIMULATOR && bo->name &&
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#if USE_V3D_SIMULATOR
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if (bo->name &&
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strcmp(bo->name, "winsys") == 0) {
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free(bo->map);
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} else {
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} else
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#endif
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{
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munmap(bo->map, bo->size);
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VG(VALGRIND_FREELIKE_BLOCK(bo->map, 0));
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}
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@ -745,10 +745,11 @@ void v3d_query_init(struct pipe_context *pctx);
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static inline int
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v3d_ioctl(int fd, unsigned long request, void *arg)
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{
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if (USE_V3D_SIMULATOR)
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return v3d_simulator_ioctl(fd, request, arg);
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else
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return drmIoctl(fd, request, arg);
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#if USE_V3D_SIMULATOR
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return v3d_simulator_ioctl(fd, request, arg);
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#else
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return drmIoctl(fd, request, arg);
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#endif
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}
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static inline bool
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@ -812,9 +812,10 @@ v3d_resource_create_with_modifiers(struct pipe_screen *pscreen,
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/* Scanout BOs for simulator need to be linear for interaction with
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* i965.
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*/
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if (USE_V3D_SIMULATOR &&
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tmpl->bind & (PIPE_BIND_SHARED | PIPE_BIND_SCANOUT))
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#if USE_V3D_SIMULATOR
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if (tmpl->bind & PIPE_BIND_SHARED)
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should_tile = false;
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#endif
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/* If using the old-school SCANOUT flag, we don't know what the screen
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* might support other than linear. Just force linear.
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