v3dv: Use the common command pool implementation

The only interesting information stored in v3dv_cmd_pool is the list of
command buffers and that's already tracked by vk_command_pool.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14917>
This commit is contained in:
Jason Ekstrand 2022-02-07 16:02:20 -06:00 committed by Marge Bot
parent fcad979b72
commit 29393a40ee
2 changed files with 21 additions and 132 deletions

View file

@ -50,41 +50,9 @@ v3dv_job_add_bo_unchecked(struct v3dv_job *job, struct v3dv_bo *bo)
job->bo_handle_mask |= bo->handle_bit;
}
VKAPI_ATTR VkResult VKAPI_CALL
v3dv_CreateCommandPool(VkDevice _device,
const VkCommandPoolCreateInfo *pCreateInfo,
const VkAllocationCallbacks *pAllocator,
VkCommandPool *pCmdPool)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
struct v3dv_cmd_pool *pool;
/* We only support one queue */
assert(pCreateInfo->queueFamilyIndex == 0);
pool = vk_alloc2(&device->vk.alloc, pAllocator, sizeof(*pool), 8,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (pool == NULL)
return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
VkResult result = vk_command_pool_init(&pool->vk, &device->vk,
pCreateInfo, pAllocator);
if (result != VK_SUCCESS) {
vk_free2(&device->vk.alloc, pAllocator, pool);
return result;
}
list_inithead(&pool->cmd_buffers);
*pCmdPool = v3dv_cmd_pool_to_handle(pool);
return VK_SUCCESS;
}
static void
cmd_buffer_init(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_device *device,
struct v3dv_cmd_pool *pool)
struct v3dv_device *device)
{
/* Do not reset the base object! If we are calling this from a command
* buffer reset that would reset the loader's dispatch table for the
@ -95,29 +63,27 @@ cmd_buffer_init(struct v3dv_cmd_buffer *cmd_buffer,
memset(cmd_buffer_driver_start, 0, sizeof(*cmd_buffer) - base_size);
cmd_buffer->device = device;
cmd_buffer->pool = pool;
list_inithead(&cmd_buffer->private_objs);
list_inithead(&cmd_buffer->jobs);
list_inithead(&cmd_buffer->list_link);
assert(pool);
list_addtail(&cmd_buffer->pool_link, &pool->cmd_buffers);
cmd_buffer->state.subpass_idx = -1;
cmd_buffer->state.meta.subpass_idx = -1;
cmd_buffer->status = V3DV_CMD_BUFFER_STATUS_INITIALIZED;
}
static void cmd_buffer_destroy(struct vk_command_buffer *cmd_buffer);
static VkResult
cmd_buffer_create(struct v3dv_device *device,
struct v3dv_cmd_pool *pool,
struct vk_command_pool *pool,
VkCommandBufferLevel level,
VkCommandBuffer *pCommandBuffer)
{
struct v3dv_cmd_buffer *cmd_buffer;
cmd_buffer = vk_zalloc(&pool->vk.alloc,
cmd_buffer = vk_zalloc(&pool->alloc,
sizeof(*cmd_buffer),
8,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
@ -125,13 +91,14 @@ cmd_buffer_create(struct v3dv_device *device,
return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
VkResult result;
result = vk_command_buffer_init(&cmd_buffer->vk, &pool->vk, level);
result = vk_command_buffer_init(&cmd_buffer->vk, pool, level);
if (result != VK_SUCCESS) {
vk_free(&pool->vk.alloc, cmd_buffer);
vk_free(&pool->alloc, cmd_buffer);
return result;
}
cmd_buffer_init(cmd_buffer, device, pool);
cmd_buffer->vk.destroy = cmd_buffer_destroy;
cmd_buffer_init(cmd_buffer, device);
*pCommandBuffer = v3dv_cmd_buffer_to_handle(cmd_buffer);
@ -290,7 +257,7 @@ cmd_buffer_free_resources(struct v3dv_cmd_buffer *cmd_buffer)
v3dv_job_destroy(cmd_buffer->state.job);
if (cmd_buffer->state.attachments)
vk_free(&cmd_buffer->pool->vk.alloc, cmd_buffer->state.attachments);
vk_free(&cmd_buffer->vk.pool->alloc, cmd_buffer->state.attachments);
if (cmd_buffer->state.query.end.alloc_count > 0)
vk_free(&cmd_buffer->device->vk.alloc, cmd_buffer->state.query.end.states);
@ -310,12 +277,14 @@ cmd_buffer_free_resources(struct v3dv_cmd_buffer *cmd_buffer)
}
static void
cmd_buffer_destroy(struct v3dv_cmd_buffer *cmd_buffer)
cmd_buffer_destroy(struct vk_command_buffer *vk_cmd_buffer)
{
list_del(&cmd_buffer->pool_link);
struct v3dv_cmd_buffer *cmd_buffer =
container_of(vk_cmd_buffer, struct v3dv_cmd_buffer, vk);
cmd_buffer_free_resources(cmd_buffer);
vk_command_buffer_finish(&cmd_buffer->vk);
vk_free(&cmd_buffer->pool->vk.alloc, cmd_buffer);
vk_free(&cmd_buffer->vk.pool->alloc, cmd_buffer);
}
static bool
@ -836,12 +805,6 @@ cmd_buffer_reset(struct v3dv_cmd_buffer *cmd_buffer,
vk_command_buffer_reset(&cmd_buffer->vk);
if (cmd_buffer->status != V3DV_CMD_BUFFER_STATUS_INITIALIZED) {
struct v3dv_device *device = cmd_buffer->device;
struct v3dv_cmd_pool *pool = cmd_buffer->pool;
/* cmd_buffer_init below will re-add the command buffer to the pool
* so remove it here so we don't end up adding it again.
*/
list_del(&cmd_buffer->pool_link);
/* FIXME: For now we always free all resources as if
* VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT was set.
@ -849,7 +812,7 @@ cmd_buffer_reset(struct v3dv_cmd_buffer *cmd_buffer,
if (cmd_buffer->status != V3DV_CMD_BUFFER_STATUS_NEW)
cmd_buffer_free_resources(cmd_buffer);
cmd_buffer_init(cmd_buffer, device, pool);
cmd_buffer_init(cmd_buffer, device);
}
assert(cmd_buffer->status == V3DV_CMD_BUFFER_STATUS_INITIALIZED);
@ -862,7 +825,7 @@ v3dv_AllocateCommandBuffers(VkDevice _device,
VkCommandBuffer *pCommandBuffers)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
V3DV_FROM_HANDLE(v3dv_cmd_pool, pool, pAllocateInfo->commandPool);
VK_FROM_HANDLE(vk_command_pool, pool, pAllocateInfo->commandPool);
VkResult result = VK_SUCCESS;
uint32_t i;
@ -875,8 +838,10 @@ v3dv_AllocateCommandBuffers(VkDevice _device,
}
if (result != VK_SUCCESS) {
v3dv_FreeCommandBuffers(_device, pAllocateInfo->commandPool,
i, pCommandBuffers);
while (i--) {
VK_FROM_HANDLE(vk_command_buffer, cmd_buffer, pCommandBuffers[i]);
cmd_buffer_destroy(cmd_buffer);
}
for (i = 0; i < pAllocateInfo->commandBufferCount; i++)
pCommandBuffers[i] = VK_NULL_HANDLE;
}
@ -884,53 +849,6 @@ v3dv_AllocateCommandBuffers(VkDevice _device,
return result;
}
VKAPI_ATTR void VKAPI_CALL
v3dv_FreeCommandBuffers(VkDevice device,
VkCommandPool commandPool,
uint32_t commandBufferCount,
const VkCommandBuffer *pCommandBuffers)
{
for (uint32_t i = 0; i < commandBufferCount; i++) {
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, pCommandBuffers[i]);
if (!cmd_buffer)
continue;
cmd_buffer_destroy(cmd_buffer);
}
}
VKAPI_ATTR void VKAPI_CALL
v3dv_DestroyCommandPool(VkDevice _device,
VkCommandPool commandPool,
const VkAllocationCallbacks *pAllocator)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
V3DV_FROM_HANDLE(v3dv_cmd_pool, pool, commandPool);
if (!pool)
return;
list_for_each_entry_safe(struct v3dv_cmd_buffer, cmd_buffer,
&pool->cmd_buffers, pool_link) {
cmd_buffer_destroy(cmd_buffer);
}
vk_command_pool_finish(&pool->vk);
vk_free2(&device->vk.alloc, pAllocator, pool);
}
VKAPI_ATTR void VKAPI_CALL
v3dv_TrimCommandPool(VkDevice device,
VkCommandPool commandPool,
VkCommandPoolTrimFlags flags)
{
/* We don't need to do anything here, our command pools never hold on to
* any resources from command buffers that are freed or reset.
*/
}
static void
cmd_buffer_subpass_handle_pending_resolves(struct v3dv_cmd_buffer *cmd_buffer)
{
@ -1119,24 +1037,6 @@ v3dv_ResetCommandBuffer(VkCommandBuffer commandBuffer,
return cmd_buffer_reset(cmd_buffer, flags);
}
VKAPI_ATTR VkResult VKAPI_CALL
v3dv_ResetCommandPool(VkDevice device,
VkCommandPool commandPool,
VkCommandPoolResetFlags flags)
{
V3DV_FROM_HANDLE(v3dv_cmd_pool, pool, commandPool);
VkCommandBufferResetFlags reset_flags = 0;
if (flags & VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT)
reset_flags = VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT;
list_for_each_entry_safe(struct v3dv_cmd_buffer, cmd_buffer,
&pool->cmd_buffers, pool_link) {
cmd_buffer_reset(cmd_buffer, reset_flags);
}
return VK_SUCCESS;
}
static void
cmd_buffer_update_tile_alignment(struct v3dv_cmd_buffer *cmd_buffer)
{

View file

@ -816,12 +816,6 @@ v3dv_do_double_initial_tile_clear(const struct v3dv_frame_tiling *tiling)
tiling->layers > 1);
}
struct v3dv_cmd_pool {
struct vk_command_pool vk;
struct list_head cmd_buffers;
};
enum v3dv_cmd_buffer_status {
V3DV_CMD_BUFFER_STATUS_NEW = 0,
V3DV_CMD_BUFFER_STATUS_INITIALIZED = 1,
@ -1414,9 +1408,6 @@ struct v3dv_cmd_buffer {
struct v3dv_device *device;
struct v3dv_cmd_pool *pool;
struct list_head pool_link;
/* Used at submit time to link command buffers in the submission that have
* spawned wait threads, so we can then wait on all of them to complete
* before we process any signal sempahores or fences.
@ -2157,8 +2148,6 @@ VK_DEFINE_HANDLE_CASTS(v3dv_physical_device, vk.base, VkPhysicalDevice,
VK_OBJECT_TYPE_PHYSICAL_DEVICE)
VK_DEFINE_HANDLE_CASTS(v3dv_queue, vk.base, VkQueue, VK_OBJECT_TYPE_QUEUE)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_cmd_pool, vk.base, VkCommandPool,
VK_OBJECT_TYPE_COMMAND_POOL)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_buffer, base, VkBuffer,
VK_OBJECT_TYPE_BUFFER)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_buffer_view, base, VkBufferView,