Lines Matching defs:submit
38 struct drm_v3d_submit_cl *submit)
67 clif_dump(clif, submit);
108 * at the start of each submit so we only need to wait on the one.
744 struct drm_v3d_submit_cl submit = { 0 };
758 submit.bcl_start = bcl_fist_bo->offset;
759 submit.bcl_end = job->bcl.bo->offset + v3dv_cl_offset(&job->bcl);
760 submit.rcl_start = job->rcl.bo->offset;
761 submit.rcl_end = job->rcl.bo->offset + v3dv_cl_offset(&job->rcl);
763 submit.qma = job->tile_alloc->offset;
764 submit.qms = job->tile_alloc->size;
765 submit.qts = job->tile_state->offset;
767 submit.flags = 0;
769 submit.flags |= DRM_V3D_SUBMIT_CL_FLUSH_CACHE;
782 submit.bo_handle_count = job->bo_count;
784 (uint32_t *) malloc(sizeof(uint32_t) * submit.bo_handle_count);
790 assert(bo_idx == submit.bo_handle_count);
791 submit.bo_handles = (uintptr_t)(void *)bo_handles;
793 submit.perfmon_id = job->perf ?
795 const bool needs_perf_sync = queue->last_perfmon_id != submit.perfmon_id;
796 queue->last_perfmon_id = submit.perfmon_id;
838 submit.flags |= DRM_V3D_SUBMIT_EXTENSION;
839 submit.extensions = (uintptr_t)(void *)&ms;
841 submit.in_sync_rcl = 0;
842 submit.in_sync_bcl = 0;
843 submit.out_sync = 0;
846 submit.in_sync_bcl = needs_bcl_sync ? last_job_sync : 0;
847 submit.in_sync_rcl = needs_rcl_sync ? last_job_sync : 0;
848 submit.out_sync = last_job_sync;
851 v3dv_clif_dump(device, job, &submit);
853 DRM_IOCTL_V3D_SUBMIT_CL, &submit);
924 struct drm_v3d_submit_csd *submit = &job->csd.submit;
937 submit->bo_handle_count = job->bo_count;
939 (uint32_t *) malloc(sizeof(uint32_t) * MAX2(4, submit->bo_handle_count * 2));
945 assert(bo_idx == submit->bo_handle_count);
946 submit->bo_handles = (uintptr_t)(void *)bo_handles;
960 submit->flags |= DRM_V3D_SUBMIT_EXTENSION;
961 submit->extensions = (uintptr_t)(void *)&ms;
963 submit->in_sync = 0;
964 submit->out_sync = 0;
967 submit->in_sync = needs_sync ? last_job_sync : 0;
968 submit->out_sync = last_job_sync;
970 submit->perfmon_id = job->perf ?
972 queue->last_perfmon_id = submit->perfmon_id;
974 DRM_IOCTL_V3D_SUBMIT_CSD, submit);
1070 struct vk_queue_submit *submit)
1076 .wait_count = submit->wait_count,
1077 .waits = submit->waits,
1078 .signal_count = submit->signal_count,
1079 .signals = submit->signals,
1089 for (uint32_t i = 0; i < submit->command_buffer_count; i++) {
1091 container_of(submit->command_buffers[i], struct v3dv_cmd_buffer, vk);
1095 result = queue_handle_job(queue, job, submit->perf_pass_index,
1107 result = queue_submit_noop_job(queue, submit->perf_pass_index,
1119 if (submit->signal_count > 0) {
1120 result = queue_submit_noop_job(queue, submit->perf_pass_index,