* immediately move it to the to-be-rendered queue.
*/
if (exec->ct0ca != exec->ct0ea) {
+ trace_vc4_submit_cl(dev, false, exec->seqno, exec->ct0ca,
+ exec->ct0ea);
submit_cl(dev, 0, exec->ct0ca, exec->ct0ea);
} else {
struct vc4_exec_info *next;
*/
vc4_flush_texture_caches(dev);
+ trace_vc4_submit_cl(dev, true, exec->seqno, exec->ct1ca, exec->ct1ea);
submit_cl(dev, 1, exec->ct1ca, exec->ct1ea);
}
struct dma_fence *in_fence;
int ret = 0;
+ trace_vc4_submit_cl_ioctl(dev, args->bin_cl_size,
+ args->shader_rec_size,
+ args->bo_handle_count);
+
if (!vc4->v3d) {
DRM_DEBUG("VC4_SUBMIT_CL with no VC4 V3D probed\n");
return -ENODEV;