text: /*
   * © Copyright 2018 Alyssa Rosenzweig
   * Copyright (C) 2019 Collabora, Ltd.
   *
   * Permission is hereby granted, free of charge, to any person obtaining a
   * copy of this software and associated documentation files (the "Software"),
   * to deal in the Software without restriction, including without limitation
   * the rights to use, copy, modify, merge, publish, distribute, sublicense,
   * and/or sell copies of the Software, and to permit persons to whom the
   * Software is furnished to do so, subject to the following conditions:
   *
   * The above copyright notice and this permission notice (including the next
   * paragraph) shall be included in all copies or substantial portions of the
   * Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
   * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
   * SOFTWARE.
   *
   */
  
  #include <stdio.h>
  #include <stdlib.h>
  #include <string.h>
  #include <assert.h>
  #include <panfrost-misc.h>
  #include <panfrost-job.h>
  #include "pan_bo.h"
  #include "pan_context.h"
  
  /* TODO: What does this actually have to be? */
  #define ALIGNMENT 128
  
  /* Transient command stream pooling: command stream uploads try to simply copy
   * into whereever we left off. If there isn't space, we allocate a new entry
   * into the pool and copy there */
  
  struct panfrost_transfer
  panfrost_allocate_transient(struct panfrost_batch *batch, size_t sz)
  {
          /* Pad the size */
          sz = ALIGN_POT(sz, ALIGNMENT);
  
          /* Find or create a suitable BO */
          struct panfrost_bo *bo = NULL;
  
          unsigned offset = 0;
  
          bool fits_in_current = (batch->transient_offset + sz) < TRANSIENT_SLAB_SIZE;
  
          if (likely(batch->transient_bo && fits_in_current)) {
                  /* We can reuse the current BO, so get it */
                  bo = batch->transient_bo;
  
                  /* Use the specified offset */
                  offset = batch->transient_offset;
                  batch->transient_offset = offset + sz;
          } else {
                  size_t bo_sz = sz < TRANSIENT_SLAB_SIZE ?
                                 TRANSIENT_SLAB_SIZE : ALIGN_POT(sz, 4096);
  
                  /* We can't reuse the current BO, but we can create a new one.
                   * We don't know what the BO will be used for, so let's flag it
                   * RW and attach it to both the fragment and vertex/tiler jobs.
                   * TODO: if we want fine grained BO assignment we should pass
                   * flags to this function and keep the read/write,
                   * fragment/vertex+tiler pools separate.
                   */
                  bo = panfrost_batch_create_bo(batch, bo_sz, 0,
                                                PAN_BO_ACCESS_PRIVATE |
                                                PAN_BO_ACCESS_RW |
                                                PAN_BO_ACCESS_VERTEX_TILER |
                                                PAN_BO_ACCESS_FRAGMENT);
  
                  if (sz < TRANSIENT_SLAB_SIZE) {
                          batch->transient_bo = bo;
                          batch->transient_offset = offset + sz;
                  }
          }
  
          struct panfrost_transfer ret = {
                  .cpu = bo->cpu + offset,
                  .gpu = bo->gpu + offset,
          };
  
          return ret;
  
  }
  
  mali_ptr
  panfrost_upload_transient(struct panfrost_batch *batch, const void *data,
                            size_t sz)
  {
          struct panfrost_transfer transfer = panfrost_allocate_transient(batch, sz);
          memcpy(transfer.cpu, data, sz);
          return transfer.gpu;
  }
  