diff options
author | Eric Anholt <[email protected]> | 2014-09-30 16:25:48 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-10-09 09:46:39 +0200 |
commit | 0b96a086cbb4bcf0a5aab1fee6d77c1e40295297 (patch) | |
tree | 469717fdc6feed1f4ab6a3d391782d2d14da6abf /src/gallium/drivers | |
parent | ef9914aa7481e483d6a12f35ed4eb46b26d17235 (diff) |
vc4: Move the mirrored kernel code to a kernel/ directory.
Now this whole setup matches the kernel's file layout much more closely.
Diffstat (limited to 'src/gallium/drivers')
-rw-r--r-- | src/gallium/drivers/vc4/Makefile.am | 4 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/Makefile.sources | 5 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/kernel/Makefile.am | 40 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/kernel/Makefile.sources | 5 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/kernel/README | 6 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/kernel/vc4_drv.h | 168 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/kernel/vc4_gem.c | 147 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/kernel/vc4_validate.c (renamed from src/gallium/drivers/vc4/vc4_simulator_validate.c) | 2 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/kernel/vc4_validate_shaders.c (renamed from src/gallium/drivers/vc4/vc4_simulator_validate_shaders.c) | 2 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/vc4_simulator.c | 122 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/vc4_simulator_validate.h | 139 |
11 files changed, 382 insertions, 258 deletions
diff --git a/src/gallium/drivers/vc4/Makefile.am b/src/gallium/drivers/vc4/Makefile.am index 774463138d0..3fc591f10c1 100644 --- a/src/gallium/drivers/vc4/Makefile.am +++ b/src/gallium/drivers/vc4/Makefile.am @@ -19,6 +19,8 @@ # FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS # IN THE SOFTWARE. +SUBDIRS = kernel + include Makefile.sources include $(top_srcdir)/src/gallium/Automake.inc @@ -37,5 +39,5 @@ AM_CFLAGS = \ noinst_LTLIBRARIES = libvc4.la libvc4_la_SOURCES = $(C_SOURCES) -libvc4_la_LIBADD = $(SIM_LIB) +libvc4_la_LIBADD = $(SIM_LIB) kernel/libvc4_kernel.la libvc4_la_LDFLAGS = $(SIM_LDFLAGS) diff --git a/src/gallium/drivers/vc4/Makefile.sources b/src/gallium/drivers/vc4/Makefile.sources index a41237ab94c..1befb9f676f 100644 --- a/src/gallium/drivers/vc4/Makefile.sources +++ b/src/gallium/drivers/vc4/Makefile.sources @@ -32,10 +32,11 @@ C_SOURCES := \ vc4_screen.c \ vc4_screen.h \ vc4_simulator.c \ - vc4_simulator_validate.c \ vc4_simulator_validate.h \ - vc4_simulator_validate_shaders.c \ vc4_state.c \ vc4_tiling.c \ vc4_tiling.h \ + kernel/vc4_gem.c \ + kernel/vc4_validate.c \ + kernel/vc4_validate_shaders.c \ $() diff --git a/src/gallium/drivers/vc4/kernel/Makefile.am b/src/gallium/drivers/vc4/kernel/Makefile.am new file mode 100644 index 00000000000..1ae5f1c2e83 --- /dev/null +++ b/src/gallium/drivers/vc4/kernel/Makefile.am @@ -0,0 +1,40 @@ +# Copyright © 2014 Broadcom +# +# 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 Makefile.sources +include $(top_srcdir)/src/gallium/Automake.inc + +if USE_VC4_SIMULATOR +SIM_CFLAGS = -DUSE_VC4_SIMULATOR=1 +endif + +AM_CFLAGS = \ + $(LIBDRM_CFLAGS) \ + $(GALLIUM_DRIVER_CFLAGS) \ + $(SIM_CFLAGS) \ + -I$(top_srcdir)/src/mesa/ \ + -I$(srcdir)/../ \ + $() + +noinst_LTLIBRARIES = libvc4_kernel.la + +libvc4_kernel_la_SOURCES = $(C_SOURCES) +libvc4_kernel_la_LDFLAGS = $(SIM_LDFLAGS) diff --git a/src/gallium/drivers/vc4/kernel/Makefile.sources b/src/gallium/drivers/vc4/kernel/Makefile.sources new file mode 100644 index 00000000000..d1d70dd8284 --- /dev/null +++ b/src/gallium/drivers/vc4/kernel/Makefile.sources @@ -0,0 +1,5 @@ +C_SOURCES := \ + vc4_gem.c \ + vc4_validate.c \ + vc4_validate_shaders.c \ + $() diff --git a/src/gallium/drivers/vc4/kernel/README b/src/gallium/drivers/vc4/kernel/README new file mode 100644 index 00000000000..89e4442b451 --- /dev/null +++ b/src/gallium/drivers/vc4/kernel/README @@ -0,0 +1,6 @@ +This is a mirror of the kernel validation code into the userspace GL library. +It is only built when USE_VC4_SIMULATOR is defined, for compiling the driver +on an x86 system with the simpenrose simulator. It allows testing of changes +across the kernel and userspace with exposure to most of the software stack, +on a higher-performance and more-debuggable environment than the native +hardware. diff --git a/src/gallium/drivers/vc4/kernel/vc4_drv.h b/src/gallium/drivers/vc4/kernel/vc4_drv.h new file mode 100644 index 00000000000..45d9c40f97f --- /dev/null +++ b/src/gallium/drivers/vc4/kernel/vc4_drv.h @@ -0,0 +1,168 @@ +/* + * Copyright © 2014 Broadcom + * + * 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. + */ + +#ifndef VC4_DRV_H +#define VC4_DRV_H + +#include "vc4_simulator_validate.h" + +enum vc4_bo_mode { + VC4_MODE_UNDECIDED, + VC4_MODE_TILE_ALLOC, + VC4_MODE_TSDA, + VC4_MODE_RENDER, + VC4_MODE_SHADER, +}; + +struct vc4_bo_exec_state { + struct drm_gem_cma_object *bo; + enum vc4_bo_mode mode; +}; + +struct exec_info { + /* Kernel-space copy of the ioctl arguments */ + struct drm_vc4_submit_cl *args; + + /* This is the array of BOs that were looked up at the start of exec. + * Command validation will use indices into this array. + */ + struct vc4_bo_exec_state *bo; + uint32_t bo_count; + + /* Current unvalidated indices into @bo loaded by the non-hardware + * VC4_PACKET_GEM_HANDLES. + */ + uint32_t bo_index[2]; + + /* This is the BO where we store the validated command lists, shader + * records, and uniforms. + */ + struct drm_gem_cma_object *exec_bo; + + /** + * This tracks the per-shader-record state (packet 64) that + * determines the length of the shader record and the offset + * it's expected to be found at. It gets read in from the + * command lists. + */ + struct vc4_shader_state { + uint8_t packet; + uint32_t addr; + /* Maximum vertex index referenced by any primitive using this + * shader state. + */ + uint32_t max_index; + } *shader_state; + + /** How many shader states the user declared they were using. */ + uint32_t shader_state_size; + /** How many shader state records the validator has seen. */ + uint32_t shader_state_count; + + bool found_tile_binning_mode_config_packet; + bool found_tile_rendering_mode_config_packet; + bool found_start_tile_binning_packet; + uint8_t bin_tiles_x, bin_tiles_y; + uint32_t fb_width, fb_height; + uint32_t tile_alloc_init_block_size; + struct drm_gem_cma_object *tile_alloc_bo; + + /** + * Computed addresses pointing into exec_bo where we start the + * bin thread (ct0) and render thread (ct1). + */ + uint32_t ct0ca, ct0ea; + uint32_t ct1ca, ct1ea; + + /* Pointers to the shader recs. These paddr gets incremented as CL + * packets are relocated in validate_gl_shader_state, and the vaddrs + * (u and v) get incremented and size decremented as the shader recs + * themselves are validated. + */ + void *shader_rec_u; + void *shader_rec_v; + uint32_t shader_rec_p; + uint32_t shader_rec_size; + + /* Pointers to the uniform data. These pointers are incremented, and + * size decremented, as each batch of uniforms is uploaded. + */ + void *uniforms_u; + void *uniforms_v; + uint32_t uniforms_p; + uint32_t uniforms_size; +}; + +/** + * struct vc4_texture_sample_info - saves the offsets into the UBO for texture + * setup parameters. + * + * This will be used at draw time to relocate the reference to the texture + * contents in p0, and validate that the offset combined with + * width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO. + * Note that the hardware treats unprovided config parameters as 0, so not all + * of them need to be set up for every texure sample, and we'll store ~0 as + * the offset to mark the unused ones. + * + * See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit + * Setup") for definitions of the texture parameters. + */ +struct vc4_texture_sample_info { + uint32_t p_offset[4]; +}; + +/** + * struct vc4_validated_shader_info - information about validated shaders that + * needs to be used from command list validation. + * + * For a given shader, each time a shader state record references it, we need + * to verify that the shader doesn't read more uniforms than the shader state + * record's uniform BO pointer can provide, and we need to apply relocations + * and validate the shader state record's uniforms that define the texture + * samples. + */ +struct vc4_validated_shader_info +{ + uint32_t uniforms_size; + uint32_t uniforms_src_size; + uint32_t num_texture_samples; + struct vc4_texture_sample_info *texture_samples; +}; + +/* vc4_validate.c */ +int +vc4_validate_cl(struct drm_device *dev, + void *validated, + void *unvalidated, + uint32_t len, + bool is_bin, + struct exec_info *exec); + +int +vc4_validate_shader_recs(struct drm_device *dev, struct exec_info *exec); + +struct vc4_validated_shader_info * +vc4_validate_shader(struct drm_gem_cma_object *shader_obj, + uint32_t start_offset); + +#endif /* VC4_DRV_H */ diff --git a/src/gallium/drivers/vc4/kernel/vc4_gem.c b/src/gallium/drivers/vc4/kernel/vc4_gem.c new file mode 100644 index 00000000000..1ea17aa4e8c --- /dev/null +++ b/src/gallium/drivers/vc4/kernel/vc4_gem.c @@ -0,0 +1,147 @@ +/* + * Copyright © 2014 Broadcom + * + * 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. + */ + +#ifdef USE_VC4_SIMULATOR + +#include "vc4_drv.h" + +int +vc4_cl_validate(struct drm_device *dev, struct exec_info *exec) +{ + struct drm_vc4_submit_cl *args = exec->args; + void *temp = NULL; + void *bin, *render; + int ret = 0; + uint32_t bin_offset = 0; + uint32_t render_offset = bin_offset + args->bin_cl_size; + uint32_t shader_rec_offset = roundup(render_offset + + args->render_cl_size, 16); + uint32_t uniforms_offset = shader_rec_offset + args->shader_rec_size; + uint32_t exec_size = uniforms_offset + args->uniforms_size; + uint32_t temp_size = exec_size + (sizeof(struct vc4_shader_state) * + args->shader_rec_count); + + if (shader_rec_offset < render_offset || + uniforms_offset < shader_rec_offset || + exec_size < uniforms_offset || + args->shader_rec_count >= (UINT_MAX / + sizeof(struct vc4_shader_state)) || + temp_size < exec_size) { + DRM_ERROR("overflow in exec arguments\n"); + goto fail; + } + + /* Allocate space where we'll store the copied in user command lists + * and shader records. + * + * We don't just copy directly into the BOs because we need to + * read the contents back for validation, and I think the + * bo->vaddr is uncached access. + */ + temp = kmalloc(temp_size, GFP_KERNEL); + if (!temp) { + DRM_ERROR("Failed to allocate storage for copying " + "in bin/render CLs.\n"); + ret = -ENOMEM; + goto fail; + } + bin = temp + bin_offset; + render = temp + render_offset; + exec->shader_rec_u = temp + shader_rec_offset; + exec->uniforms_u = temp + uniforms_offset; + exec->shader_state = temp + exec_size; + exec->shader_state_size = args->shader_rec_count; + + ret = copy_from_user(bin, args->bin_cl, args->bin_cl_size); + if (ret) { + DRM_ERROR("Failed to copy in bin cl\n"); + goto fail; + } + + ret = copy_from_user(render, args->render_cl, args->render_cl_size); + if (ret) { + DRM_ERROR("Failed to copy in render cl\n"); + goto fail; + } + + ret = copy_from_user(exec->shader_rec_u, args->shader_rec, + args->shader_rec_size); + if (ret) { + DRM_ERROR("Failed to copy in shader recs\n"); + goto fail; + } + + ret = copy_from_user(exec->uniforms_u, args->uniforms, + args->uniforms_size); + if (ret) { + DRM_ERROR("Failed to copy in uniforms cl\n"); + goto fail; + } + + exec->exec_bo = drm_gem_cma_create(dev, exec_size); +#if 0 + if (IS_ERR(exec->exec_bo)) { + DRM_ERROR("Couldn't allocate BO for exec\n"); + ret = PTR_ERR(exec->exec_bo); + exec->exec_bo = NULL; + goto fail; + } +#endif + + exec->ct0ca = exec->exec_bo->paddr + bin_offset; + exec->ct1ca = exec->exec_bo->paddr + render_offset; + + exec->shader_rec_v = exec->exec_bo->vaddr + shader_rec_offset; + exec->shader_rec_p = exec->exec_bo->paddr + shader_rec_offset; + exec->shader_rec_size = args->shader_rec_size; + + exec->uniforms_v = exec->exec_bo->vaddr + uniforms_offset; + exec->uniforms_p = exec->exec_bo->paddr + uniforms_offset; + exec->uniforms_size = args->uniforms_size; + + ret = vc4_validate_cl(dev, + exec->exec_bo->vaddr + bin_offset, + bin, + args->bin_cl_size, + true, + exec); + if (ret) + goto fail; + + ret = vc4_validate_cl(dev, + exec->exec_bo->vaddr + render_offset, + render, + args->render_cl_size, + false, + exec); + if (ret) + goto fail; + + ret = vc4_validate_shader_recs(dev, exec); + +fail: + kfree(temp); + return ret; +} + +#endif /* USE_VC4_SIMULATOR */ diff --git a/src/gallium/drivers/vc4/vc4_simulator_validate.c b/src/gallium/drivers/vc4/kernel/vc4_validate.c index 99f01b238bd..fe2cd44d8e7 100644 --- a/src/gallium/drivers/vc4/vc4_simulator_validate.c +++ b/src/gallium/drivers/vc4/kernel/vc4_validate.c @@ -39,7 +39,7 @@ * is where GEM relocation processing happens. */ -#include "vc4_simulator_validate.h" +#include "vc4_drv.h" #include "vc4_packet.h" #define VALIDATE_ARGS \ diff --git a/src/gallium/drivers/vc4/vc4_simulator_validate_shaders.c b/src/gallium/drivers/vc4/kernel/vc4_validate_shaders.c index 183cd4c977e..dc958c7bf0f 100644 --- a/src/gallium/drivers/vc4/vc4_simulator_validate_shaders.c +++ b/src/gallium/drivers/vc4/kernel/vc4_validate_shaders.c @@ -44,7 +44,7 @@ * never actually modified, this shouldn't be a problem. */ -#include "vc4_simulator_validate.h" +#include "vc4_drv.h" #include "vc4_qpu.h" #include "vc4_qpu_defines.h" diff --git a/src/gallium/drivers/vc4/vc4_simulator.c b/src/gallium/drivers/vc4/vc4_simulator.c index e122c0a8668..34262f5362c 100644 --- a/src/gallium/drivers/vc4/vc4_simulator.c +++ b/src/gallium/drivers/vc4/vc4_simulator.c @@ -27,6 +27,7 @@ #include "vc4_screen.h" #include "vc4_context.h" +#include "kernel/vc4_drv.h" #include "vc4_simulator_validate.h" #include "simpenrose/simpenrose.h" @@ -52,7 +53,7 @@ vc4_wrap_bo_with_cma(struct drm_device *dev, struct vc4_bo *bo) return obj; } -static struct drm_gem_cma_object * +struct drm_gem_cma_object * drm_gem_cma_create(struct drm_device *dev, size_t size) { struct vc4_context *vc4 = dev->vc4; @@ -104,125 +105,6 @@ vc4_simulator_unpin_bos(struct exec_info *exec) return 0; } -static int -vc4_cl_validate(struct drm_device *dev, struct exec_info *exec) -{ - struct drm_vc4_submit_cl *args = exec->args; - void *temp = NULL; - void *bin, *render; - int ret = 0; - uint32_t bin_offset = 0; - uint32_t render_offset = bin_offset + args->bin_cl_size; - uint32_t shader_rec_offset = roundup(render_offset + - args->render_cl_size, 16); - uint32_t uniforms_offset = shader_rec_offset + args->shader_rec_size; - uint32_t exec_size = uniforms_offset + args->uniforms_size; - uint32_t temp_size = exec_size + (sizeof(struct vc4_shader_state) * - args->shader_rec_count); - - if (shader_rec_offset < render_offset || - uniforms_offset < shader_rec_offset || - exec_size < uniforms_offset || - args->shader_rec_count >= (UINT_MAX / - sizeof(struct vc4_shader_state)) || - temp_size < exec_size) { - DRM_ERROR("overflow in exec arguments\n"); - goto fail; - } - - /* Allocate space where we'll store the copied in user command lists - * and shader records. - * - * We don't just copy directly into the BOs because we need to - * read the contents back for validation, and I think the - * bo->vaddr is uncached access. - */ - temp = kmalloc(temp_size, GFP_KERNEL); - if (!temp) { - DRM_ERROR("Failed to allocate storage for copying " - "in bin/render CLs.\n"); - ret = -ENOMEM; - goto fail; - } - bin = temp + bin_offset; - render = temp + render_offset; - exec->shader_rec_u = temp + shader_rec_offset; - exec->uniforms_u = temp + uniforms_offset; - exec->shader_state = temp + exec_size; - exec->shader_state_size = args->shader_rec_count; - - ret = copy_from_user(bin, args->bin_cl, args->bin_cl_size); - if (ret) { - DRM_ERROR("Failed to copy in bin cl\n"); - goto fail; - } - - ret = copy_from_user(render, args->render_cl, args->render_cl_size); - if (ret) { - DRM_ERROR("Failed to copy in render cl\n"); - goto fail; - } - - ret = copy_from_user(exec->shader_rec_u, args->shader_rec, - args->shader_rec_size); - if (ret) { - DRM_ERROR("Failed to copy in shader recs\n"); - goto fail; - } - - ret = copy_from_user(exec->uniforms_u, args->uniforms, - args->uniforms_size); - if (ret) { - DRM_ERROR("Failed to copy in uniforms cl\n"); - goto fail; - } - - exec->exec_bo = drm_gem_cma_create(dev, exec_size); -#if 0 - if (IS_ERR(exec->exec_bo)) { - DRM_ERROR("Couldn't allocate BO for exec\n"); - ret = PTR_ERR(exec->exec_bo); - exec->exec_bo = NULL; - goto fail; - } -#endif - - exec->ct0ca = exec->exec_bo->paddr + bin_offset; - exec->ct1ca = exec->exec_bo->paddr + render_offset; - - exec->shader_rec_v = exec->exec_bo->vaddr + shader_rec_offset; - exec->shader_rec_p = exec->exec_bo->paddr + shader_rec_offset; - exec->shader_rec_size = args->shader_rec_size; - - exec->uniforms_v = exec->exec_bo->vaddr + uniforms_offset; - exec->uniforms_p = exec->exec_bo->paddr + uniforms_offset; - exec->uniforms_size = args->uniforms_size; - - ret = vc4_validate_cl(dev, - exec->exec_bo->vaddr + bin_offset, - bin, - args->bin_cl_size, - true, - exec); - if (ret) - goto fail; - - ret = vc4_validate_cl(dev, - exec->exec_bo->vaddr + render_offset, - render, - args->render_cl_size, - false, - exec); - if (ret) - goto fail; - - ret = vc4_validate_shader_recs(dev, exec); - -fail: - kfree(temp); - return ret; -} - int vc4_simulator_flush(struct vc4_context *vc4, struct drm_vc4_submit_cl *args) { diff --git a/src/gallium/drivers/vc4/vc4_simulator_validate.h b/src/gallium/drivers/vc4/vc4_simulator_validate.h index 39419b42078..d6c2aec51c1 100644 --- a/src/gallium/drivers/vc4/vc4_simulator_validate.h +++ b/src/gallium/drivers/vc4/vc4_simulator_validate.h @@ -34,6 +34,8 @@ #include "vc4_context.h" #include "vc4_qpu_defines.h" +struct exec_info; + #define DRM_INFO(...) fprintf(stderr, __VA_ARGS__) #define DRM_ERROR(...) fprintf(stderr, __VA_ARGS__) #define kmalloc(size, arg) malloc(size) @@ -71,140 +73,11 @@ struct drm_gem_cma_object { void *vaddr; }; -enum vc4_bo_mode { - VC4_MODE_UNDECIDED, - VC4_MODE_TILE_ALLOC, - VC4_MODE_TSDA, - VC4_MODE_RENDER, - VC4_MODE_SHADER, -}; - -struct vc4_bo_exec_state { - struct drm_gem_cma_object *bo; - enum vc4_bo_mode mode; -}; - -struct exec_info { - /* Kernel-space copy of the ioctl arguments */ - struct drm_vc4_submit_cl *args; - - /* This is the array of BOs that were looked up at the start of exec. - * Command validation will use indices into this array. - */ - struct vc4_bo_exec_state *bo; - uint32_t bo_count; - - /* Current unvalidated indices into @bo loaded by the non-hardware - * VC4_PACKET_GEM_HANDLES. - */ - uint32_t bo_index[2]; - - /* This is the BO where we store the validated command lists, shader - * records, and uniforms. - */ - struct drm_gem_cma_object *exec_bo; - - /** - * This tracks the per-shader-record state (packet 64) that - * determines the length of the shader record and the offset - * it's expected to be found at. It gets read in from the - * command lists. - */ - struct vc4_shader_state { - uint8_t packet; - uint32_t addr; - /* Maximum vertex index referenced by any primitive using this - * shader state. - */ - uint32_t max_index; - } *shader_state; - - /** How many shader states the user declared they were using. */ - uint32_t shader_state_size; - /** How many shader state records the validator has seen. */ - uint32_t shader_state_count; - - bool found_tile_binning_mode_config_packet; - bool found_tile_rendering_mode_config_packet; - bool found_start_tile_binning_packet; - uint8_t bin_tiles_x, bin_tiles_y; - uint32_t fb_width, fb_height; - uint32_t tile_alloc_init_block_size; - struct drm_gem_cma_object *tile_alloc_bo; - - /** - * Computed addresses pointing into exec_bo where we start the - * bin thread (ct0) and render thread (ct1). - */ - uint32_t ct0ca, ct0ea; - uint32_t ct1ca, ct1ea; - - /* Pointers to the shader recs. These paddr gets incremented as CL - * packets are relocated in validate_gl_shader_state, and the vaddrs - * (u and v) get incremented and size decremented as the shader recs - * themselves are validated. - */ - void *shader_rec_u; - void *shader_rec_v; - uint32_t shader_rec_p; - uint32_t shader_rec_size; - - /* Pointers to the uniform data. These pointers are incremented, and - * size decremented, as each batch of uniforms is uploaded. - */ - void *uniforms_u; - void *uniforms_v; - uint32_t uniforms_p; - uint32_t uniforms_size; -}; - -/** - * struct vc4_texture_sample_info - saves the offsets into the UBO for texture - * setup parameters. - * - * This will be used at draw time to relocate the reference to the texture - * contents in p0, and validate that the offset combined with - * width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO. - * Note that the hardware treats unprovided config parameters as 0, so not all - * of them need to be set up for every texure sample, and we'll store ~0 as - * the offset to mark the unused ones. - * - * See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit - * Setup") for definitions of the texture parameters. - */ -struct vc4_texture_sample_info { - uint32_t p_offset[4]; -}; - -/** - * struct vc4_validated_shader_info - information about validated shaders that - * needs to be used from command list validation. - * - * For a given shader, each time a shader state record references it, we need - * to verify that the shader doesn't read more uniforms than the shader state - * record's uniform BO pointer can provide, and we need to apply relocations - * and validate the shader state record's uniforms that define the texture - * samples. - */ -struct vc4_validated_shader_info -{ - uint32_t uniforms_size; - uint32_t uniforms_src_size; - uint32_t num_texture_samples; - struct vc4_texture_sample_info *texture_samples; -}; - -int vc4_validate_cl(struct drm_device *dev, - void *validated, - void *unvalidated, - uint32_t len, - bool is_bin, - struct exec_info *exec); -int vc4_validate_shader_recs(struct drm_device *dev, struct exec_info *exec); +struct drm_gem_cma_object * +drm_gem_cma_create(struct drm_device *dev, size_t size); -struct vc4_validated_shader_info * -vc4_validate_shader(struct drm_gem_cma_object *shader_obj, - uint32_t start_offset); +int +vc4_cl_validate(struct drm_device *dev, struct exec_info *exec); #endif /* VC4_SIMULATOR_VALIDATE_H */ |