*/
#include "v3dv_private.h"
+#include "drm-uapi/v3d_drm.h"
+
+#include <errno.h>
+
+static VkResult
+queue_submit(struct v3dv_queue *queue,
+ const VkSubmitInfo *pSubmit,
+ VkFence fence)
+{
+ /* FIXME */
+ assert(fence == 0);
+ assert(pSubmit->waitSemaphoreCount == 0);
+ assert(pSubmit->signalSemaphoreCount == 0);
+ assert(pSubmit->commandBufferCount == 1);
+
+ V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, pSubmit->pCommandBuffers[0]);
+
+ struct drm_v3d_submit_cl submit;
+
+ /* While the RCL will implicitly depend on the last RCL to have finished, we
+ * also need to block on any previous TFU job we may have dispatched.
+ */
+ submit.in_sync_rcl = 0; /* FIXME */
+
+ /* Update the sync object for the last rendering by our context. */
+ submit.out_sync = 0; /* FIXME */
+
+ submit.bcl_start = cmd_buffer->bcl.bo->offset;
+ submit.bcl_end = cmd_buffer->bcl.bo->offset + v3dv_cl_offset(&cmd_buffer->bcl);
+ submit.rcl_start = cmd_buffer->rcl.bo->offset;
+ submit.rcl_end = cmd_buffer->rcl.bo->offset + v3dv_cl_offset(&cmd_buffer->rcl);
+
+ submit.flags = 0; /* FIXME */
+
+ submit.qma = cmd_buffer->tile_alloc->offset;
+ submit.qms = cmd_buffer->tile_alloc->size;
+ submit.qts = cmd_buffer->tile_state->offset;
+
+ submit.bo_handle_count = cmd_buffer->bo_count;
+ uint32_t *bo_handles =
+ (uint32_t *) malloc(sizeof(uint32_t) * MAX2(4, submit.bo_handle_count * 2));
+ uint32_t bo_idx = 0;
+ set_foreach(cmd_buffer->bos, entry) {
+ struct v3dv_bo *bo = (struct v3dv_bo *)entry->key;
+ bo_handles[bo_idx++] = bo->handle;
+ }
+ assert(bo_idx == submit.bo_handle_count);
+ submit.bo_handles = (uintptr_t)(void *)bo_handles;
+
+ int ret = v3dv_ioctl(queue->device->fd, DRM_IOCTL_V3D_SUBMIT_CL, &submit);
+ static bool warned = false;
+ if (ret && !warned) {
+ fprintf(stderr, "Draw call returned %s. Expect corruption.\n",
+ strerror(errno));
+ warned = true;
+ }
+
+ free(bo_handles);
+
+ if (ret)
+ return VK_ERROR_DEVICE_LOST;
+
+ return VK_SUCCESS;
+}
VkResult
-v3dv_QueueSubmit(VkQueue queue,
+v3dv_QueueSubmit(VkQueue _queue,
uint32_t submitCount,
const VkSubmitInfo* pSubmits,
VkFence fence)
{
- return VK_SUCCESS;
+ V3DV_FROM_HANDLE(v3dv_queue, queue, _queue);
+
+ VkResult result = VK_SUCCESS;
+ for (uint32_t i = 0; i < submitCount; i++) {
+ result = queue_submit(queue, &pSubmits[i], fence);
+ if (result != VK_SUCCESS)
+ break;
+ }
+
+ return result;
}