vc4: Store reloc pointers as pointers, not offsets.

Now that we don't resize the CL as we build (it's set up at the top by
vc4_start_draw()), we can store the pointers instead of offsets from
the base.  Saves a bit of math in emitting relocs (about 60 bytes of
code).
This commit is contained in:
Eric Anholt
2015-07-09 22:42:22 -07:00
parent ab80519b3c
commit e4c540f6d0
+5 -5
View File
@@ -36,8 +36,8 @@ struct vc4_bo;
struct vc4_cl {
void *base;
void *next;
void *reloc_next;
uint32_t size;
uint32_t reloc_next;
uint32_t reloc_count;
};
@@ -128,7 +128,7 @@ cl_start_reloc(struct vc4_cl *cl, uint32_t n)
cl->reloc_count = n;
cl_u8(cl, VC4_PACKET_GEM_HANDLES);
cl->reloc_next = cl->next - cl->base;
cl->reloc_next = cl->next;
cl_u32(cl, 0); /* Space where hindex will be written. */
cl_u32(cl, 0); /* Space where hindex will be written. */
}
@@ -138,7 +138,7 @@ cl_start_shader_reloc(struct vc4_cl *cl, uint32_t n)
{
assert(cl->reloc_count == 0);
cl->reloc_count = n;
cl->reloc_next = cl->next - cl->base;
cl->reloc_next = cl->next;
/* Space where hindex will be written. */
cl->next += n * 4;
@@ -147,7 +147,7 @@ cl_start_shader_reloc(struct vc4_cl *cl, uint32_t n)
static inline void
cl_reloc_hindex(struct vc4_cl *cl, uint32_t hindex, uint32_t offset)
{
*(uint32_t *)(cl->base + cl->reloc_next) = hindex;
*(uint32_t *)cl->reloc_next = hindex;
cl->reloc_next += 4;
cl->reloc_count--;
@@ -158,7 +158,7 @@ cl_reloc_hindex(struct vc4_cl *cl, uint32_t hindex, uint32_t offset)
static inline void
cl_aligned_reloc_hindex(struct vc4_cl *cl, uint32_t hindex, uint32_t offset)
{
*(uint32_t *)(cl->base + cl->reloc_next) = hindex;
*(uint32_t *)cl->reloc_next = hindex;
cl->reloc_next += 4;
cl->reloc_count--;