mesa/src/broadcom/vulkan/v3dv_queue.c
Alejandro Piñeiro 67aa8029a8 v3dv/cmd_buffer: emit shader_state packets
Values still doesn't take into account having vertex elements data,
but keeps some of that half-done code in comments. It would be better
to do that when we get an example using it.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:26 +00:00

111 lines
3.8 KiB
C

/*
* Copyright © 2019 Raspberry Pi
*
* 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 "v3dv_private.h"
#include "drm-uapi/v3d_drm.h"
#include <errno.h>
static VkResult
queue_submit(struct v3dv_queue *queue,
const VkSubmitInfo *pSubmit,
VkFence fence)
{
/* FIXME */
assert(fence == 0);
assert(pSubmit->waitSemaphoreCount == 0);
assert(pSubmit->signalSemaphoreCount == 0);
assert(pSubmit->commandBufferCount == 1);
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, pSubmit->pCommandBuffers[0]);
struct drm_v3d_submit_cl submit;
/* While the RCL will implicitly depend on the last RCL to have finished, we
* also need to block on any previous TFU job we may have dispatched.
*/
submit.in_sync_rcl = 0; /* FIXME */
/* Update the sync object for the last rendering by our context. */
submit.out_sync = 0; /* FIXME */
submit.bcl_start = cmd_buffer->bcl.bo->offset;
submit.bcl_end = cmd_buffer->bcl.bo->offset + v3dv_cl_offset(&cmd_buffer->bcl);
submit.rcl_start = cmd_buffer->rcl.bo->offset;
submit.rcl_end = cmd_buffer->rcl.bo->offset + v3dv_cl_offset(&cmd_buffer->rcl);
submit.flags = 0;
/* FIXME: we already know that we support cache flush, as we only support
* hw that supports that, but would be better to just DRM-ask it
*/
if (cmd_buffer->state.tmu_dirty_rcl)
submit.flags |= DRM_V3D_SUBMIT_CL_FLUSH_CACHE;
submit.qma = cmd_buffer->tile_alloc->offset;
submit.qms = cmd_buffer->tile_alloc->size;
submit.qts = cmd_buffer->tile_state->offset;
submit.bo_handle_count = cmd_buffer->bo_count;
uint32_t *bo_handles =
(uint32_t *) malloc(sizeof(uint32_t) * MAX2(4, submit.bo_handle_count * 2));
uint32_t bo_idx = 0;
set_foreach(cmd_buffer->bos, entry) {
struct v3dv_bo *bo = (struct v3dv_bo *)entry->key;
bo_handles[bo_idx++] = bo->handle;
}
assert(bo_idx == submit.bo_handle_count);
submit.bo_handles = (uintptr_t)(void *)bo_handles;
int ret = v3dv_ioctl(queue->device->fd, DRM_IOCTL_V3D_SUBMIT_CL, &submit);
static bool warned = false;
if (ret && !warned) {
fprintf(stderr, "Draw call returned %s. Expect corruption.\n",
strerror(errno));
warned = true;
}
free(bo_handles);
if (ret)
return VK_ERROR_DEVICE_LOST;
return VK_SUCCESS;
}
VkResult
v3dv_QueueSubmit(VkQueue _queue,
uint32_t submitCount,
const VkSubmitInfo* pSubmits,
VkFence fence)
{
V3DV_FROM_HANDLE(v3dv_queue, queue, _queue);
VkResult result = VK_SUCCESS;
for (uint32_t i = 0; i < submitCount; i++) {
result = queue_submit(queue, &pSubmits[i], fence);
if (result != VK_SUCCESS)
break;
}
return result;
}