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authorEric Anholt <[email protected]>2015-07-28 00:05:33 -0700
committerEric Anholt <[email protected]>2015-07-28 19:35:23 -0700
commit601733da6708722ceedd35afc7727c28779012f7 (patch)
treeb6d40665d8c307175c32e28f8b27f96d17fd3ae4 /src/gallium/drivers/vc4/kernel
parent95faf2c6397ce231e94176d18cf8fd2c3265bb8a (diff)
vc4: Drop NV shader reloc validation.
It wasn't validating enough, and we don't need the packet.
Diffstat (limited to 'src/gallium/drivers/vc4/kernel')
-rw-r--r--src/gallium/drivers/vc4/kernel/vc4_drv.h1
-rw-r--r--src/gallium/drivers/vc4/kernel/vc4_validate.c179
2 files changed, 60 insertions, 120 deletions
diff --git a/src/gallium/drivers/vc4/kernel/vc4_drv.h b/src/gallium/drivers/vc4/kernel/vc4_drv.h
index 1fd8aa9fb28..8dc3c11d2d6 100644
--- a/src/gallium/drivers/vc4/kernel/vc4_drv.h
+++ b/src/gallium/drivers/vc4/kernel/vc4_drv.h
@@ -72,7 +72,6 @@ struct vc4_exec_info {
* command lists.
*/
struct vc4_shader_state {
- uint8_t packet;
uint32_t addr;
/* Maximum vertex index referenced by any primitive using this
* shader state.
diff --git a/src/gallium/drivers/vc4/kernel/vc4_validate.c b/src/gallium/drivers/vc4/kernel/vc4_validate.c
index 1d457b80d52..b3d46212fc8 100644
--- a/src/gallium/drivers/vc4/kernel/vc4_validate.c
+++ b/src/gallium/drivers/vc4/kernel/vc4_validate.c
@@ -329,7 +329,6 @@ validate_gl_shader_state(VALIDATE_ARGS)
return -EINVAL;
}
- exec->shader_state[i].packet = VC4_PACKET_GL_SHADER_STATE;
exec->shader_state[i].addr = *(uint32_t *)untrusted;
exec->shader_state[i].max_index = 0;
@@ -348,31 +347,6 @@ validate_gl_shader_state(VALIDATE_ARGS)
}
static int
-validate_nv_shader_state(VALIDATE_ARGS)
-{
- uint32_t i = exec->shader_state_count++;
-
- if (i >= exec->shader_state_size) {
- DRM_ERROR("More requests for shader states than declared\n");
- return -EINVAL;
- }
-
- exec->shader_state[i].packet = VC4_PACKET_NV_SHADER_STATE;
- exec->shader_state[i].addr = *(uint32_t *)untrusted;
-
- if (exec->shader_state[i].addr & 15) {
- DRM_ERROR("NV shader state address 0x%08x misaligned\n",
- exec->shader_state[i].addr);
- return -EINVAL;
- }
-
- *(uint32_t *)validated = (exec->shader_state[i].addr +
- exec->shader_rec_p);
-
- return 0;
-}
-
-static int
validate_tile_binning_config(VALIDATE_ARGS)
{
struct drm_device *dev = exec->exec_bo->base.dev;
@@ -488,7 +462,7 @@ static const struct cmd_info {
VC4_DEFINE_PACKET(VC4_PACKET_PRIMITIVE_LIST_FORMAT, "primitive list format", NULL),
VC4_DEFINE_PACKET(VC4_PACKET_GL_SHADER_STATE, "GL Shader State", validate_gl_shader_state),
- VC4_DEFINE_PACKET(VC4_PACKET_NV_SHADER_STATE, "NV Shader State", validate_nv_shader_state),
+ /* We don't support validating NV shader states. */
VC4_DEFINE_PACKET(VC4_PACKET_CONFIGURATION_BITS, "configuration bits", NULL),
VC4_DEFINE_PACKET(VC4_PACKET_FLAT_SHADE_FLAGS, "flat shade flags", NULL),
@@ -758,51 +732,29 @@ reloc_tex(struct vc4_exec_info *exec,
}
static int
-validate_shader_rec(struct drm_device *dev,
- struct vc4_exec_info *exec,
- struct vc4_shader_state *state)
+validate_gl_shader_rec(struct drm_device *dev,
+ struct vc4_exec_info *exec,
+ struct vc4_shader_state *state)
{
uint32_t *src_handles;
void *pkt_u, *pkt_v;
- enum shader_rec_reloc_type {
- RELOC_CODE,
- RELOC_VBO,
+ static const uint32_t shader_reloc_offsets[] = {
+ 4, /* fs */
+ 16, /* vs */
+ 28, /* cs */
};
- struct shader_rec_reloc {
- enum shader_rec_reloc_type type;
- uint32_t offset;
- };
- static const struct shader_rec_reloc gl_relocs[] = {
- { RELOC_CODE, 4 }, /* fs */
- { RELOC_CODE, 16 }, /* vs */
- { RELOC_CODE, 28 }, /* cs */
- };
- static const struct shader_rec_reloc nv_relocs[] = {
- { RELOC_CODE, 4 }, /* fs */
- { RELOC_VBO, 12 }
- };
- const struct shader_rec_reloc *relocs;
- struct drm_gem_cma_object *bo[ARRAY_SIZE(gl_relocs) + 8];
- uint32_t nr_attributes = 0, nr_fixed_relocs, nr_relocs, packet_size;
+ uint32_t shader_reloc_count = ARRAY_SIZE(shader_reloc_offsets);
+ 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;
- if (state->packet == VC4_PACKET_NV_SHADER_STATE) {
- relocs = nv_relocs;
- nr_fixed_relocs = ARRAY_SIZE(nv_relocs);
-
- packet_size = 16;
- } else {
- relocs = gl_relocs;
- nr_fixed_relocs = ARRAY_SIZE(gl_relocs);
-
- nr_attributes = state->addr & 0x7;
- if (nr_attributes == 0)
- nr_attributes = 8;
- packet_size = gl_shader_rec_size(state->addr);
- }
- nr_relocs = nr_fixed_relocs + nr_attributes;
+ nr_attributes = state->addr & 0x7;
+ if (nr_attributes == 0)
+ nr_attributes = 8;
+ packet_size = gl_shader_rec_size(state->addr);
+ nr_relocs = ARRAY_SIZE(shader_reloc_offsets) + nr_attributes;
if (nr_relocs * 4 > exec->shader_rec_size) {
DRM_ERROR("overflowed shader recs reading %d handles "
"from %d bytes left\n",
@@ -832,21 +784,17 @@ validate_shader_rec(struct drm_device *dev,
exec->shader_rec_v += roundup(packet_size, 16);
exec->shader_rec_size -= packet_size;
- for (i = 0; i < nr_relocs; i++) {
- enum vc4_bo_mode mode;
-
- if (i < nr_fixed_relocs && relocs[i].type == RELOC_CODE)
- mode = VC4_MODE_SHADER;
- else
- mode = VC4_MODE_RENDER;
-
- if (!vc4_use_bo(exec, src_handles[i], mode, &bo[i])) {
+ for (i = 0; i < shader_reloc_count; i++) {
+ if (!vc4_use_bo(exec, src_handles[i], VC4_MODE_SHADER, &bo[i]))
+ return false;
+ }
+ for (i = shader_reloc_count; i < nr_relocs; i++) {
+ if (!vc4_use_bo(exec, src_handles[i], VC4_MODE_RENDER, &bo[i]))
return false;
- }
}
- for (i = 0; i < nr_fixed_relocs; i++) {
- uint32_t o = relocs[i].offset;
+ for (i = 0; i < shader_reloc_count; i++) {
+ uint32_t o = shader_reloc_offsets[i];
uint32_t src_offset = *(uint32_t *)(pkt_u + o);
uint32_t *texture_handles_u;
void *uniform_data_u;
@@ -854,58 +802,51 @@ validate_shader_rec(struct drm_device *dev,
*(uint32_t *)(pkt_v + o) = bo[i]->paddr + src_offset;
- switch (relocs[i].type) {
- case RELOC_CODE:
- if (src_offset != 0) {
- DRM_ERROR("Shaders must be at offset 0 of "
- "the BO.\n");
- goto fail;
- }
+ if (src_offset != 0) {
+ DRM_ERROR("Shaders must be at offset 0 of "
+ "the BO.\n");
+ goto fail;
+ }
- kfree(validated_shader);
- validated_shader = vc4_validate_shader(bo[i]);
- if (!validated_shader)
- goto fail;
+ kfree(validated_shader);
+ validated_shader = vc4_validate_shader(bo[i]);
+ if (!validated_shader)
+ goto fail;
- if (validated_shader->uniforms_src_size >
- exec->uniforms_size) {
- DRM_ERROR("Uniforms src buffer overflow\n");
- goto fail;
- }
+ if (validated_shader->uniforms_src_size >
+ exec->uniforms_size) {
+ DRM_ERROR("Uniforms src buffer overflow\n");
+ goto fail;
+ }
- texture_handles_u = exec->uniforms_u;
- uniform_data_u = (texture_handles_u +
- validated_shader->num_texture_samples);
-
- memcpy(exec->uniforms_v, uniform_data_u,
- validated_shader->uniforms_size);
-
- for (tex = 0;
- tex < validated_shader->num_texture_samples;
- tex++) {
- if (!reloc_tex(exec,
- uniform_data_u,
- &validated_shader->texture_samples[tex],
- texture_handles_u[tex])) {
- goto fail;
- }
- }
+ texture_handles_u = exec->uniforms_u;
+ uniform_data_u = (texture_handles_u +
+ validated_shader->num_texture_samples);
- *(uint32_t *)(pkt_v + o + 4) = exec->uniforms_p;
+ memcpy(exec->uniforms_v, uniform_data_u,
+ validated_shader->uniforms_size);
- exec->uniforms_u += validated_shader->uniforms_src_size;
- exec->uniforms_v += validated_shader->uniforms_size;
- exec->uniforms_p += validated_shader->uniforms_size;
+ for (tex = 0;
+ tex < validated_shader->num_texture_samples;
+ tex++) {
+ if (!reloc_tex(exec,
+ uniform_data_u,
+ &validated_shader->texture_samples[tex],
+ texture_handles_u[tex])) {
+ goto fail;
+ }
+ }
- break;
+ *(uint32_t *)(pkt_v + o + 4) = exec->uniforms_p;
- case RELOC_VBO:
- break;
- }
+ exec->uniforms_u += validated_shader->uniforms_src_size;
+ exec->uniforms_v += validated_shader->uniforms_size;
+ exec->uniforms_p += validated_shader->uniforms_size;
}
for (i = 0; i < nr_attributes; i++) {
- struct drm_gem_cma_object *vbo = bo[nr_fixed_relocs + i];
+ struct drm_gem_cma_object *vbo =
+ bo[ARRAY_SIZE(shader_reloc_offsets) + i];
uint32_t o = 36 + i * 8;
uint32_t offset = *(uint32_t *)(pkt_u + o + 0);
uint32_t attr_size = *(uint8_t *)(pkt_u + o + 4) + 1;
@@ -952,7 +893,7 @@ vc4_validate_shader_recs(struct drm_device *dev,
int ret = 0;
for (i = 0; i < exec->shader_state_count; i++) {
- ret = validate_shader_rec(dev, exec, &exec->shader_state[i]);
+ ret = validate_gl_shader_rec(dev, exec, &exec->shader_state[i]);
if (ret)
return ret;
}