Lines Matching defs:job

105       v3dv_job_add_bo(cmd_buffer->state.job,
167 /* We need to ensure that the texture bo is added to the job */
188 * multiple times to the job later.
239 * multiple times to the job later.
278 * adds the BO to the job so we don't need to track it in buffer_bos.
479 struct v3dv_job *job = cmd_buffer->state.job;
480 assert(job);
481 assert(job->cmd_buffer == cmd_buffer);
495 v3dv_cl_ensure_space(&job->indirect, (uinfo->count + 1) * 4, 4);
497 struct v3dv_cl_reloc uniform_stream = v3dv_cl_get_address(&job->indirect);
499 struct v3dv_cl_out *uniforms = cl_start(&job->indirect);
588 * FIXME: we could do better than this by recording in the job that
597 * and not by the framebuffer layers. We do set the job's frame tiling
604 const struct v3dv_cmd_buffer_state *state = &job->cmd_buffer->state;
611 } else if (job->frame_tiling.layers != 0) {
612 num_layers = job->frame_tiling.layers;
628 cl_aligned_u32(&uniforms, job->cmd_buffer->state.view_index);
632 assert(job->type == V3DV_JOB_TYPE_GPU_CSD);
633 assert(job->csd.wg_count[data] > 0);
636 cl_aligned_u32(&uniforms, job->csd.wg_count[data]);
640 assert(job->type == V3DV_JOB_TYPE_GPU_CSD);
641 cl_aligned_u32(&uniforms, job->csd.wg_base[data]);
645 assert(job->type == V3DV_JOB_TYPE_GPU_CSD);
646 assert(job->csd.shared_memory);
647 cl_aligned_u32(&uniforms, job->csd.shared_memory->offset);
665 cl_end(&job->indirect, uniforms);
669 v3dv_job_add_bo(job, tex_bos.tex[i]);
673 v3dv_job_add_bo(job, state_bos.states[i]);
677 v3dv_job_add_bo(job, buffer_bos.ubo[i]);
682 v3dv_job_add_bo(job, buffer_bos.ssbo[i]);
685 if (job->csd.shared_memory)
686 v3dv_job_add_bo(job, job->csd.shared_memory);
689 v3dv_job_add_bo(job, pipeline->spill.bo);