ilo: hook up launch_grid()

All we need to do is to upload the input data and call
ilo_render_emit_launch_grid() with space checking.

Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
This commit is contained in:
Chia-I Wu
2014-10-29 09:57:23 +08:00
parent a1a701877a
commit ce40fa3a4a
+73 -3
View File
@@ -25,18 +25,88 @@
* Chia-I Wu <olv@lunarg.com>
*/
#include "util/u_upload_mgr.h"
#include "ilo_context.h"
#include "ilo_render.h"
#include "ilo_shader.h"
#include "ilo_gpgpu.h"
/*
* This is a placeholder. We will need something similar to ilo_render.
*/
static void
launch_grid(struct ilo_context *ilo,
const uint *block_layout, const uint *grid_layout,
const struct pipe_constant_buffer *input, uint32_t pc)
{
const unsigned grid_offset[3] = { 0, 0, 0 };
const unsigned thread_group_size =
block_layout[0] * block_layout[1] * block_layout[2];
int max_len, before_space;
ilo_cp_set_owner(ilo->cp, INTEL_RING_RENDER, NULL);
max_len = ilo_render_get_launch_grid_len(ilo->render, &ilo->state_vector);
max_len += ilo_render_get_flush_len(ilo->render) * 2;
if (max_len > ilo_cp_space(ilo->cp)) {
ilo_cp_submit(ilo->cp, "out of space");
assert(max_len <= ilo_cp_space(ilo->cp));
}
before_space = ilo_cp_space(ilo->cp);
while (true) {
struct ilo_builder_snapshot snapshot;
ilo_builder_batch_snapshot(&ilo->cp->builder, &snapshot);
ilo_render_emit_launch_grid(ilo->render, &ilo->state_vector,
grid_offset, grid_layout, thread_group_size, input, pc);
if (!ilo_builder_validate(&ilo->cp->builder, 0, NULL)) {
ilo_builder_batch_restore(&ilo->cp->builder, &snapshot);
/* flush and try again */
if (ilo_builder_batch_used(&ilo->cp->builder)) {
ilo_cp_submit(ilo->cp, "out of aperture");
continue;
}
}
break;
}
/* sanity check size estimation */
assert(before_space - ilo_cp_space(ilo->cp) <= max_len);
}
static void
ilo_launch_grid(struct pipe_context *pipe,
const uint *block_layout, const uint *grid_layout,
uint32_t pc, const void *input)
{
struct ilo_context *ilo = ilo_context(pipe);
struct ilo_shader_state *cs = ilo->state_vector.cs;
struct pipe_constant_buffer input_buf;
memset(&input_buf, 0, sizeof(input_buf));
input_buf.buffer_size =
ilo_shader_get_kernel_param(cs, ILO_KERNEL_CS_INPUT_SIZE);
if (input_buf.buffer_size) {
u_upload_data(ilo->uploader, 0, input_buf.buffer_size, input,
&input_buf.buffer_offset, &input_buf.buffer);
}
ilo_shader_cache_upload(ilo->shader_cache, &ilo->cp->builder);
launch_grid(ilo, block_layout, grid_layout, &input_buf, pc);
ilo_render_invalidate_hw(ilo->render);
if (ilo_debug & ILO_DEBUG_NOCACHE)
ilo_render_emit_flush(ilo->render);
if (input_buf.buffer_size)
pipe_resource_reference(&input_buf.buffer, NULL);
}
/**