vc4: Move the mirrored kernel code to a kernel/ directory.
Now this whole setup matches the kernel's file layout much more closely.
This commit is contained in:
parent
ef9914aa74
commit
0b96a086cb
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@ -2163,6 +2163,7 @@ AC_CONFIG_FILES([Makefile
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src/gallium/drivers/svga/Makefile
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src/gallium/drivers/svga/Makefile
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src/gallium/drivers/trace/Makefile
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src/gallium/drivers/trace/Makefile
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src/gallium/drivers/vc4/Makefile
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src/gallium/drivers/vc4/Makefile
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src/gallium/drivers/vc4/kernel/Makefile
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src/gallium/state_trackers/clover/Makefile
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src/gallium/state_trackers/clover/Makefile
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src/gallium/state_trackers/dri/Makefile
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src/gallium/state_trackers/dri/Makefile
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src/gallium/state_trackers/egl/Makefile
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src/gallium/state_trackers/egl/Makefile
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@ -19,6 +19,8 @@
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# FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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# FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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# IN THE SOFTWARE.
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# IN THE SOFTWARE.
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SUBDIRS = kernel
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include Makefile.sources
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include Makefile.sources
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include $(top_srcdir)/src/gallium/Automake.inc
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include $(top_srcdir)/src/gallium/Automake.inc
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@ -37,5 +39,5 @@ AM_CFLAGS = \
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noinst_LTLIBRARIES = libvc4.la
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noinst_LTLIBRARIES = libvc4.la
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libvc4_la_SOURCES = $(C_SOURCES)
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libvc4_la_SOURCES = $(C_SOURCES)
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libvc4_la_LIBADD = $(SIM_LIB)
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libvc4_la_LIBADD = $(SIM_LIB) kernel/libvc4_kernel.la
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libvc4_la_LDFLAGS = $(SIM_LDFLAGS)
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libvc4_la_LDFLAGS = $(SIM_LDFLAGS)
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@ -32,10 +32,11 @@ C_SOURCES := \
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vc4_screen.c \
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vc4_screen.c \
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vc4_screen.h \
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vc4_screen.h \
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vc4_simulator.c \
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vc4_simulator.c \
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vc4_simulator_validate.c \
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vc4_simulator_validate.h \
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vc4_simulator_validate.h \
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vc4_simulator_validate_shaders.c \
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vc4_state.c \
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vc4_state.c \
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vc4_tiling.c \
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vc4_tiling.c \
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vc4_tiling.h \
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vc4_tiling.h \
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kernel/vc4_gem.c \
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kernel/vc4_validate.c \
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kernel/vc4_validate_shaders.c \
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$()
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$()
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@ -0,0 +1,40 @@
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# Copyright © 2014 Broadcom
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#
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# Permission is hereby granted, free of charge, to any person obtaining a
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# copy of this software and associated documentation files (the "Software"),
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# to deal in the Software without restriction, including without limitation
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# the rights to use, copy, modify, merge, publish, distribute, sublicense,
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# and/or sell copies of the Software, and to permit persons to whom the
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# Software is furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice (including the next
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# paragraph) shall be included in all copies or substantial portions of the
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# Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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# THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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# FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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# IN THE SOFTWARE.
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include Makefile.sources
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include $(top_srcdir)/src/gallium/Automake.inc
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if USE_VC4_SIMULATOR
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SIM_CFLAGS = -DUSE_VC4_SIMULATOR=1
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endif
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AM_CFLAGS = \
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$(LIBDRM_CFLAGS) \
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$(GALLIUM_DRIVER_CFLAGS) \
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$(SIM_CFLAGS) \
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-I$(top_srcdir)/src/mesa/ \
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-I$(srcdir)/../ \
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$()
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noinst_LTLIBRARIES = libvc4_kernel.la
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libvc4_kernel_la_SOURCES = $(C_SOURCES)
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libvc4_kernel_la_LDFLAGS = $(SIM_LDFLAGS)
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@ -0,0 +1,5 @@
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C_SOURCES := \
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vc4_gem.c \
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vc4_validate.c \
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vc4_validate_shaders.c \
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$()
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@ -0,0 +1,6 @@
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This is a mirror of the kernel validation code into the userspace GL library.
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It is only built when USE_VC4_SIMULATOR is defined, for compiling the driver
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on an x86 system with the simpenrose simulator. It allows testing of changes
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across the kernel and userspace with exposure to most of the software stack,
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on a higher-performance and more-debuggable environment than the native
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hardware.
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@ -0,0 +1,168 @@
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/*
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* Copyright © 2014 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef VC4_DRV_H
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#define VC4_DRV_H
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#include "vc4_simulator_validate.h"
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enum vc4_bo_mode {
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VC4_MODE_UNDECIDED,
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VC4_MODE_TILE_ALLOC,
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VC4_MODE_TSDA,
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VC4_MODE_RENDER,
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VC4_MODE_SHADER,
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};
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struct vc4_bo_exec_state {
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struct drm_gem_cma_object *bo;
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enum vc4_bo_mode mode;
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};
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struct exec_info {
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/* Kernel-space copy of the ioctl arguments */
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struct drm_vc4_submit_cl *args;
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/* This is the array of BOs that were looked up at the start of exec.
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* Command validation will use indices into this array.
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*/
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struct vc4_bo_exec_state *bo;
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uint32_t bo_count;
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/* Current unvalidated indices into @bo loaded by the non-hardware
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* VC4_PACKET_GEM_HANDLES.
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*/
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uint32_t bo_index[2];
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/* This is the BO where we store the validated command lists, shader
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* records, and uniforms.
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*/
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struct drm_gem_cma_object *exec_bo;
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/**
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* This tracks the per-shader-record state (packet 64) that
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* determines the length of the shader record and the offset
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* it's expected to be found at. It gets read in from the
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* command lists.
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*/
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struct vc4_shader_state {
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uint8_t packet;
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uint32_t addr;
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/* Maximum vertex index referenced by any primitive using this
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* shader state.
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*/
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uint32_t max_index;
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} *shader_state;
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/** How many shader states the user declared they were using. */
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uint32_t shader_state_size;
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/** How many shader state records the validator has seen. */
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uint32_t shader_state_count;
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bool found_tile_binning_mode_config_packet;
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bool found_tile_rendering_mode_config_packet;
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bool found_start_tile_binning_packet;
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uint8_t bin_tiles_x, bin_tiles_y;
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uint32_t fb_width, fb_height;
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uint32_t tile_alloc_init_block_size;
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struct drm_gem_cma_object *tile_alloc_bo;
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/**
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* Computed addresses pointing into exec_bo where we start the
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* bin thread (ct0) and render thread (ct1).
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*/
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uint32_t ct0ca, ct0ea;
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uint32_t ct1ca, ct1ea;
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/* Pointers to the shader recs. These paddr gets incremented as CL
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* packets are relocated in validate_gl_shader_state, and the vaddrs
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* (u and v) get incremented and size decremented as the shader recs
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* themselves are validated.
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*/
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void *shader_rec_u;
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void *shader_rec_v;
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uint32_t shader_rec_p;
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uint32_t shader_rec_size;
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/* Pointers to the uniform data. These pointers are incremented, and
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* size decremented, as each batch of uniforms is uploaded.
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*/
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void *uniforms_u;
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void *uniforms_v;
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uint32_t uniforms_p;
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uint32_t uniforms_size;
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};
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/**
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* struct vc4_texture_sample_info - saves the offsets into the UBO for texture
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* setup parameters.
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*
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* This will be used at draw time to relocate the reference to the texture
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* contents in p0, and validate that the offset combined with
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* width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO.
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* Note that the hardware treats unprovided config parameters as 0, so not all
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* of them need to be set up for every texure sample, and we'll store ~0 as
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* the offset to mark the unused ones.
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*
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* See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit
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* Setup") for definitions of the texture parameters.
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*/
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struct vc4_texture_sample_info {
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uint32_t p_offset[4];
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};
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/**
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* struct vc4_validated_shader_info - information about validated shaders that
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* needs to be used from command list validation.
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*
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* For a given shader, each time a shader state record references it, we need
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* to verify that the shader doesn't read more uniforms than the shader state
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* record's uniform BO pointer can provide, and we need to apply relocations
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* and validate the shader state record's uniforms that define the texture
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* samples.
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*/
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struct vc4_validated_shader_info
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{
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uint32_t uniforms_size;
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uint32_t uniforms_src_size;
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uint32_t num_texture_samples;
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struct vc4_texture_sample_info *texture_samples;
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};
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/* vc4_validate.c */
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int
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vc4_validate_cl(struct drm_device *dev,
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void *validated,
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void *unvalidated,
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uint32_t len,
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bool is_bin,
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struct exec_info *exec);
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int
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vc4_validate_shader_recs(struct drm_device *dev, struct exec_info *exec);
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struct vc4_validated_shader_info *
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vc4_validate_shader(struct drm_gem_cma_object *shader_obj,
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uint32_t start_offset);
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#endif /* VC4_DRV_H */
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@ -0,0 +1,147 @@
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/*
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* 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
|
||||||
|
|
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|
#include "vc4_drv.h"
|
||||||
|
|
||||||
|
int
|
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|
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 +
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||||||
|
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.
|
||||||
|
*/
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||||||
|
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 */
|
|
@ -39,7 +39,7 @@
|
||||||
* is where GEM relocation processing happens.
|
* is where GEM relocation processing happens.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "vc4_simulator_validate.h"
|
#include "vc4_drv.h"
|
||||||
#include "vc4_packet.h"
|
#include "vc4_packet.h"
|
||||||
|
|
||||||
#define VALIDATE_ARGS \
|
#define VALIDATE_ARGS \
|
|
@ -44,7 +44,7 @@
|
||||||
* never actually modified, this shouldn't be a problem.
|
* 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.h"
|
||||||
#include "vc4_qpu_defines.h"
|
#include "vc4_qpu_defines.h"
|
||||||
|
|
|
@ -27,6 +27,7 @@
|
||||||
|
|
||||||
#include "vc4_screen.h"
|
#include "vc4_screen.h"
|
||||||
#include "vc4_context.h"
|
#include "vc4_context.h"
|
||||||
|
#include "kernel/vc4_drv.h"
|
||||||
#include "vc4_simulator_validate.h"
|
#include "vc4_simulator_validate.h"
|
||||||
#include "simpenrose/simpenrose.h"
|
#include "simpenrose/simpenrose.h"
|
||||||
|
|
||||||
|
@ -52,7 +53,7 @@ vc4_wrap_bo_with_cma(struct drm_device *dev, struct vc4_bo *bo)
|
||||||
return obj;
|
return obj;
|
||||||
}
|
}
|
||||||
|
|
||||||
static struct drm_gem_cma_object *
|
struct drm_gem_cma_object *
|
||||||
drm_gem_cma_create(struct drm_device *dev, size_t size)
|
drm_gem_cma_create(struct drm_device *dev, size_t size)
|
||||||
{
|
{
|
||||||
struct vc4_context *vc4 = dev->vc4;
|
struct vc4_context *vc4 = dev->vc4;
|
||||||
|
@ -104,125 +105,6 @@ vc4_simulator_unpin_bos(struct exec_info *exec)
|
||||||
return 0;
|
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
|
int
|
||||||
vc4_simulator_flush(struct vc4_context *vc4, struct drm_vc4_submit_cl *args)
|
vc4_simulator_flush(struct vc4_context *vc4, struct drm_vc4_submit_cl *args)
|
||||||
{
|
{
|
||||||
|
|
|
@ -34,6 +34,8 @@
|
||||||
#include "vc4_context.h"
|
#include "vc4_context.h"
|
||||||
#include "vc4_qpu_defines.h"
|
#include "vc4_qpu_defines.h"
|
||||||
|
|
||||||
|
struct exec_info;
|
||||||
|
|
||||||
#define DRM_INFO(...) fprintf(stderr, __VA_ARGS__)
|
#define DRM_INFO(...) fprintf(stderr, __VA_ARGS__)
|
||||||
#define DRM_ERROR(...) fprintf(stderr, __VA_ARGS__)
|
#define DRM_ERROR(...) fprintf(stderr, __VA_ARGS__)
|
||||||
#define kmalloc(size, arg) malloc(size)
|
#define kmalloc(size, arg) malloc(size)
|
||||||
|
@ -71,140 +73,11 @@ struct drm_gem_cma_object {
|
||||||
void *vaddr;
|
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 *
|
||||||
struct drm_gem_cma_object *bo;
|
drm_gem_cma_create(struct drm_device *dev, size_t size);
|
||||||
enum vc4_bo_mode mode;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct exec_info {
|
int
|
||||||
/* Kernel-space copy of the ioctl arguments */
|
vc4_cl_validate(struct drm_device *dev, struct exec_info *exec);
|
||||||
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 vc4_validated_shader_info *
|
|
||||||
vc4_validate_shader(struct drm_gem_cma_object *shader_obj,
|
|
||||||
uint32_t start_offset);
|
|
||||||
|
|
||||||
#endif /* VC4_SIMULATOR_VALIDATE_H */
|
#endif /* VC4_SIMULATOR_VALIDATE_H */
|
||||||
|
|
Loading…
Reference in New Issue