Lines Matching refs:job

35 vc4_job_free(struct vc4_context *vc4, struct vc4_job *job)
37 struct vc4_bo **referenced_bos = job->bo_pointers.base;
38 for (int i = 0; i < cl_offset(&job->bo_handles) / 4; i++) {
42 _mesa_hash_table_remove_key(vc4->jobs, &job->key);
44 if (job->color_write) {
46 job->color_write->texture);
47 pipe_surface_reference(&job->color_write, NULL);
49 if (job->msaa_color_write) {
51 job->msaa_color_write->texture);
52 pipe_surface_reference(&job->msaa_color_write, NULL);
54 if (job->zs_write) {
56 job->zs_write->texture);
57 pipe_surface_reference(&job->zs_write, NULL);
59 if (job->msaa_zs_write) {
61 job->msaa_zs_write->texture);
62 pipe_surface_reference(&job->msaa_zs_write, NULL);
65 pipe_surface_reference(&job->color_read, NULL);
66 pipe_surface_reference(&job->zs_read, NULL);
68 if (vc4->job == job)
69 vc4->job = NULL;
71 ralloc_free(job);
77 struct vc4_job *job = rzalloc(vc4, struct vc4_job);
79 vc4_init_cl(job, &job->bcl);
80 vc4_init_cl(job, &job->shader_rec);
81 vc4_init_cl(job, &job->uniforms);
82 vc4_init_cl(job, &job->bo_handles);
83 vc4_init_cl(job, &job->bo_pointers);
85 job->draw_min_x = ~0;
86 job->draw_min_y = ~0;
87 job->draw_max_x = 0;
88 job->draw_max_y = 0;
90 job->last_gem_handle_hindex = ~0;
93 job->perfmon = vc4->perfmon;
95 return job;
105 struct vc4_job *job = entry->data;
106 vc4_job_submit(vc4, job);
119 struct vc4_job *job = entry->data;
121 struct vc4_bo **referenced_bos = job->bo_pointers.base;
123 for (int i = 0; i < cl_offset(&job->bo_handles) / 4; i++) {
130 vc4_job_submit(vc4, job);
137 if (job->color_read && !(job->cleared & PIPE_CLEAR_COLOR)) {
139 vc4_resource(job->color_read->texture);
141 vc4_job_submit(vc4, job);
146 if (job->zs_read && !(job->cleared &
149 vc4_resource(job->zs_read->texture);
151 vc4_job_submit(vc4, job);
161 * If we've already started rendering to this FBO, then return old same job,
170 /* Return the existing job for this FBO if we have one */
177 /* Creating a new job. Make sure that any previous jobs reading or
185 struct vc4_job *job = vc4_job_create(vc4);
189 job->msaa = true;
190 pipe_surface_reference(&job->msaa_color_write, cbuf);
192 pipe_surface_reference(&job->color_write, cbuf);
198 job->msaa = true;
199 pipe_surface_reference(&job->msaa_zs_write, zsbuf);
201 pipe_surface_reference(&job->zs_write, zsbuf);
205 if (job->msaa) {
206 job->tile_width = 32;
207 job->tile_height = 32;
209 job->tile_width = 64;
210 job->tile_height = 64;
214 _mesa_hash_table_insert(vc4->write_jobs, cbuf->texture, job);
216 _mesa_hash_table_insert(vc4->write_jobs, zsbuf->texture, job);
218 job->key.cbuf = cbuf;
219 job->key.zsbuf = zsbuf;
220 _mesa_hash_table_insert(vc4->jobs, &job->key, job);
222 return job;
228 if (vc4->job)
229 return vc4->job;
233 struct vc4_job *job = vc4_get_job(vc4, cbuf, zsbuf);
235 /* The dirty flags are tracking what's been updated while vc4->job has
241 /* Set up the read surfaces in the job. If they aren't actually
242 * getting read (due to a clear starting the frame), job->cleared will
245 pipe_surface_reference(&job->color_read, cbuf);
246 pipe_surface_reference(&job->zs_read, zsbuf);
254 job->cleared |= PIPE_CLEAR_COLOR0;
260 job->cleared |= PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL;
263 job->draw_tiles_x = DIV_ROUND_UP(vc4->framebuffer.width,
264 job->tile_width);
265 job->draw_tiles_y = DIV_ROUND_UP(vc4->framebuffer.height,
266 job->tile_height);
268 /* Initialize the job with the raster order flags -- each draw will
273 job->flags = vc4->rasterizer->tile_raster_order_flags;
275 vc4->job = job;
277 return job;
281 vc4_submit_setup_rcl_surface(struct vc4_job *job,
292 submit_surf->hindex = vc4_gem_hindex(job, rsc->bo);
323 vc4_submit_setup_rcl_render_config_surface(struct vc4_job *job,
333 submit_surf->hindex = vc4_gem_hindex(job, rsc->bo);
350 vc4_submit_setup_rcl_msaa_surface(struct vc4_job *job,
360 submit_surf->hindex = vc4_gem_hindex(job, rsc->bo);
367 * Submits the job to the kernel and then reinitializes it.
370 vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job)
372 if (!job->needs_flush)
378 if (job->draw_max_x <= job->draw_min_x ||
379 job->draw_max_y <= job->draw_min_y) {
385 vc4_dump_cl(job->bcl.base, cl_offset(&job->bcl), false);
388 if (cl_offset(&job->bcl) > 0) {
393 cl_ensure_space(&job->bcl, 8);
394 cl_emit(&job->bcl, INCREMENT_SEMAPHORE, incr);
398 cl_emit(&job->bcl, FLUSH, flush);
409 cl_ensure_space(&job->bo_handles, 6 * sizeof(uint32_t));
410 cl_ensure_space(&job->bo_pointers, 6 * sizeof(struct vc4_bo *));
412 if (job->resolve & PIPE_CLEAR_COLOR) {
413 if (!(job->cleared & PIPE_CLEAR_COLOR)) {
414 vc4_submit_setup_rcl_surface(job, &submit.color_read,
415 job->color_read,
418 vc4_submit_setup_rcl_render_config_surface(job,
420 job->color_write);
421 vc4_submit_setup_rcl_msaa_surface(job,
423 job->msaa_color_write);
425 if (job->resolve & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL)) {
426 if (!(job->cleared & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) {
427 vc4_submit_setup_rcl_surface(job, &submit.zs_read,
428 job->zs_read, true, false);
430 vc4_submit_setup_rcl_surface(job, &submit.zs_write,
431 job->zs_write, true, true);
432 vc4_submit_setup_rcl_msaa_surface(job, &submit.msaa_zs_write,
433 job->msaa_zs_write);
436 if (job->msaa) {
448 submit.bo_handles = (uintptr_t)job->bo_handles.base;
449 submit.bo_handle_count = cl_offset(&job->bo_handles) / 4;
450 submit.bin_cl = (uintptr_t)job->bcl.base;
451 submit.bin_cl_size = cl_offset(&job->bcl);
452 submit.shader_rec = (uintptr_t)job->shader_rec.base;
453 submit.shader_rec_size = cl_offset(&job->shader_rec);
454 submit.shader_rec_count = job->shader_rec_count;
455 submit.uniforms = (uintptr_t)job->uniforms.base;
456 submit.uniforms_size = cl_offset(&job->uniforms);
457 if (job->perfmon)
458 submit.perfmonid = job->perfmon->id;
460 assert(job->draw_min_x != ~0 && job->draw_min_y != ~0);
461 submit.min_x_tile = job->draw_min_x / job->tile_width;
462 submit.min_y_tile = job->draw_min_y / job->tile_height;
463 submit.max_x_tile = (job->draw_max_x - 1) / job->tile_width;
464 submit.max_y_tile = (job->draw_max_y - 1) / job->tile_height;
465 submit.width = job->draw_width;
466 submit.height = job->draw_height;
467 if (job->cleared) {
469 submit.clear_color[0] = job->clear_color[0];
470 submit.clear_color[1] = job->clear_color[1];
471 submit.clear_z = job->clear_depth;
472 submit.clear_s = job->clear_stencil;
474 submit.flags |= job->flags;
500 if (job->perfmon)
501 job->perfmon->last_seqno = submit.seqno;
509 "job throttling")) {
523 vc4_job_free(vc4, job);
549 /* Create the syncobj as signaled since with no job executed