• Eric Anholt's avatar
    drm/v3d: Add support for compute shader dispatch. · d223f98f
    Eric Anholt authored
    The compute shader dispatch interface is pretty simple -- just pass in
    the regs that userspace has passed us, with no CLs to run.  However,
    with no CL to run it means that we need to do manual cache flushing of
    the L2 after the HW execution completes (for SSBO, atomic, and
    image_load_store writes that are the output of compute shaders).
    
    This doesn't yet expose the L2 cache's ability to have a region of the
    address space not write back to memory (which could be used for
    shared_var storage).
    
    So far, the Mesa side has been tested on V3D v4.2 simpenrose (passing
    the ES31 tests), and on the kernel side on 7278 (failing atomic
    compswap tests in a way that doesn't reproduce on simpenrose).
    
    v2: Fix excessive allocation for the clean_job (reported by Dan
        Carpenter).  Keep refs on jobs until clean_job is finished, to
        avoid spurious MMU errors if the output BOs are freed by userspace
        before L2 cleaning is finished.
    Signed-off-by: default avatarEric Anholt <eric@anholt.net>
    Link: https://patchwork.freedesktop.org/patch/msgid/20190416225856.20264-4-eric@anholt.netAcked-by: default avatarRob Clark <robdclark@gmail.com>
    d223f98f
v3d_irq.c 6.67 KB