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authorEric Anholt <[email protected]>2014-08-12 15:01:30 -0700
committerEric Anholt <[email protected]>2014-09-24 20:51:15 -0700
commita04605a8ca55ee2ea3a1509bff2d8ff37e0a8477 (patch)
tree06e9c73770ee5e2f87cf2b8afb1d5c19c5d41773 /src
parent61cb08ab4fb7bf9266d6c6e70f3fb8cc4b9bb00c (diff)
vc4: Compute max_index instead of trusting the rest of userspace.
max_index was coming from either the user telling us as part of glDrawRangeElements, or from an incidental calculation as part of some sort of primitive conversion fallback. Sometimes, it was just set to the default "I don't know" ~0 value. If it wasn't set to the actual max index, then the kernel would reject the draw call for allowing out-of-bounds VBO reads. So, compute the max index from the sizes of the VBOs, which isn't too expensive (unlike mapping and reading the index buffer) and is reliable. Fixes piglit vao-element-array-buffer.
Diffstat (limited to 'src')
-rw-r--r--src/gallium/drivers/vc4/vc4_draw.c18
1 files changed, 13 insertions, 5 deletions
diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c
index 57fd0db905c..f4437183f99 100644
--- a/src/gallium/drivers/vc4/vc4_draw.c
+++ b/src/gallium/drivers/vc4/vc4_draw.c
@@ -142,19 +142,27 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
vc4->prog.vs->coord_shader_offset);
cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
+ uint32_t max_index = 0xffff;
for (int i = 0; i < vtx->num_elements; i++) {
struct pipe_vertex_element *elem = &vtx->pipe[i];
struct pipe_vertex_buffer *vb =
&vertexbuf->vb[elem->vertex_buffer_index];
struct vc4_resource *rsc = vc4_resource(vb->buffer);
+ uint32_t offset = vb->buffer_offset + elem->src_offset;
+ uint32_t vb_size = rsc->bo->size - offset;
+ uint32_t elem_size =
+ util_format_get_blocksize(elem->src_format);
- cl_reloc(vc4, &vc4->shader_rec, rsc->bo,
- vb->buffer_offset + elem->src_offset);
- cl_u8(&vc4->shader_rec,
- util_format_get_blocksize(elem->src_format) - 1);
+ cl_reloc(vc4, &vc4->shader_rec, rsc->bo, offset);
+ cl_u8(&vc4->shader_rec, elem_size - 1);
cl_u8(&vc4->shader_rec, vb->stride);
cl_u8(&vc4->shader_rec, i * 16); /* VS VPM offset */
cl_u8(&vc4->shader_rec, i * 16); /* CS VPM offset */
+
+ if (vb->stride > 0) {
+ max_index = MIN2(max_index,
+ (vb_size - elem_size) / vb->stride);
+ }
}
/* the actual draw call. */
@@ -183,7 +191,7 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
VC4_INDEX_BUFFER_U8));
cl_u32(&vc4->bcl, info->count);
cl_reloc(vc4, &vc4->bcl, rsc->bo, vc4->indexbuf.offset);
- cl_u32(&vc4->bcl, info->max_index);
+ cl_u32(&vc4->bcl, max_index);
} else {
cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
cl_u8(&vc4->bcl, info->mode);