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authorEric Anholt <[email protected]>2015-07-28 10:11:08 -0700
committerEric Anholt <[email protected]>2015-07-28 19:35:26 -0700
commit044f7bbda077ea7029fb1004183b29127307bd84 (patch)
tree93a1002a8907fcf8d372d01d48ff2586f4e50d93
parent22954db71cd1d8d9ef6e5a16f568e4b3c7845777 (diff)
vc4: Keep the validated shader around for the simulator execution.
This more closely matches the kernel behavior on shader validation now.
-rw-r--r--src/gallium/drivers/vc4/kernel/vc4_validate.c19
-rw-r--r--src/gallium/drivers/vc4/vc4_simulator.c10
-rw-r--r--src/gallium/drivers/vc4/vc4_simulator_validate.h1
3 files changed, 17 insertions, 13 deletions
diff --git a/src/gallium/drivers/vc4/kernel/vc4_validate.c b/src/gallium/drivers/vc4/kernel/vc4_validate.c
index 321e8115f8f..49bb64838ea 100644
--- a/src/gallium/drivers/vc4/kernel/vc4_validate.c
+++ b/src/gallium/drivers/vc4/kernel/vc4_validate.c
@@ -750,7 +750,6 @@ validate_gl_shader_rec(struct drm_device *dev,
struct drm_gem_cma_object *bo[shader_reloc_count + 8];
uint32_t nr_attributes, nr_relocs, packet_size;
int i;
- struct vc4_validated_shader_info *validated_shader = NULL;
nr_attributes = state->addr & 0x7;
if (nr_attributes == 0)
@@ -799,6 +798,7 @@ validate_gl_shader_rec(struct drm_device *dev,
}
for (i = 0; i < shader_reloc_count; i++) {
+ struct vc4_validated_shader_info *validated_shader;
uint32_t o = shader_reloc_offsets[i];
uint32_t src_offset = *(uint32_t *)(pkt_u + o);
uint32_t *texture_handles_u;
@@ -810,18 +810,17 @@ validate_gl_shader_rec(struct drm_device *dev,
if (src_offset != 0) {
DRM_ERROR("Shaders must be at offset 0 of "
"the BO.\n");
- goto fail;
+ return -EINVAL;
}
- kfree(validated_shader);
- validated_shader = vc4_validate_shader(bo[i]);
+ validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader;
if (!validated_shader)
- goto fail;
+ return -EINVAL;
if (validated_shader->uniforms_src_size >
exec->uniforms_size) {
DRM_ERROR("Uniforms src buffer overflow\n");
- goto fail;
+ return -EINVAL;
}
texture_handles_u = exec->uniforms_u;
@@ -838,7 +837,7 @@ validate_gl_shader_rec(struct drm_device *dev,
uniform_data_u,
&validated_shader->texture_samples[tex],
texture_handles_u[tex])) {
- goto fail;
+ return -EINVAL;
}
}
@@ -881,13 +880,7 @@ validate_gl_shader_rec(struct drm_device *dev,
*(uint32_t *)(pkt_v + o) = vbo->paddr + offset;
}
- kfree(validated_shader);
-
return 0;
-
-fail:
- kfree(validated_shader);
- return -EINVAL;
}
int
diff --git a/src/gallium/drivers/vc4/vc4_simulator.c b/src/gallium/drivers/vc4/vc4_simulator.c
index b58013dd2ee..4097dce28a7 100644
--- a/src/gallium/drivers/vc4/vc4_simulator.c
+++ b/src/gallium/drivers/vc4/vc4_simulator.c
@@ -79,6 +79,7 @@ vc4_simulator_pin_bos(struct drm_device *dev, struct vc4_exec_info *exec)
struct vc4_bo *bo = bos[i];
struct drm_gem_cma_object *obj = vc4_wrap_bo_with_cma(dev, bo);
+ struct drm_vc4_bo *drm_bo = to_vc4_bo(&obj->base);
#if 0
fprintf(stderr, "bo hindex %d: %s\n", i, bo->name);
#endif
@@ -87,6 +88,15 @@ vc4_simulator_pin_bos(struct drm_device *dev, struct vc4_exec_info *exec)
memcpy(obj->vaddr, bo->map, bo->size);
exec->bo[i].bo = obj;
+
+ /* The kernel does this validation at shader create ioctl
+ * time.
+ */
+ if (strcmp(bo->name, "code") == 0) {
+ drm_bo->validated_shader = vc4_validate_shader(obj);
+ if (!drm_bo->validated_shader)
+ abort();
+ }
}
return 0;
}
diff --git a/src/gallium/drivers/vc4/vc4_simulator_validate.h b/src/gallium/drivers/vc4/vc4_simulator_validate.h
index 2bb36b253bb..68ace0216aa 100644
--- a/src/gallium/drivers/vc4/vc4_simulator_validate.h
+++ b/src/gallium/drivers/vc4/vc4_simulator_validate.h
@@ -78,6 +78,7 @@ struct drm_gem_cma_object {
struct drm_vc4_bo {
struct drm_gem_cma_object base;
struct vc4_bo *bo;
+ struct vc4_validated_shader_info *validated_shader;
struct list_head unref_head;
};