vc4: Track the current instruction into the validation_state.

This reduces how much we need to pass around as arguments, which was
becoming more of a problem with looping validation.
This commit is contained in:
Eric Anholt 2016-06-03 12:48:59 -07:00
parent c73aa0a09b
commit 24095c8b3b
1 changed files with 30 additions and 24 deletions

View File

@ -41,6 +41,14 @@
#include "vc4_qpu_defines.h"
struct vc4_shader_validation_state {
/* Current IP being validated. */
uint32_t ip;
/* IP at the end of the BO, do not read shader[max_ip] */
uint32_t max_ip;
uint64_t *shader;
struct vc4_texture_sample_info tmu_setup[2];
int tmu_write_count[2];
@ -130,11 +138,11 @@ record_texture_sample(struct vc4_validated_shader_info *validated_shader,
}
static bool
check_tmu_write(uint64_t inst,
struct vc4_validated_shader_info *validated_shader,
check_tmu_write(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state,
bool is_mul)
{
uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t waddr = (is_mul ?
QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
QPU_GET_FIELD(inst, QPU_WADDR_ADD));
@ -229,11 +237,11 @@ check_tmu_write(uint64_t inst,
}
static bool
check_reg_write(uint64_t inst,
struct vc4_validated_shader_info *validated_shader,
check_reg_write(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state,
bool is_mul)
{
uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t waddr = (is_mul ?
QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
QPU_GET_FIELD(inst, QPU_WADDR_ADD));
@ -262,7 +270,7 @@ check_reg_write(uint64_t inst,
case QPU_W_TMU1_T:
case QPU_W_TMU1_R:
case QPU_W_TMU1_B:
return check_tmu_write(inst, validated_shader, validation_state,
return check_tmu_write(validated_shader, validation_state,
is_mul);
case QPU_W_HOST_INT:
@ -295,10 +303,10 @@ check_reg_write(uint64_t inst,
}
static void
track_live_clamps(uint64_t inst,
struct vc4_validated_shader_info *validated_shader,
track_live_clamps(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state)
{
uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
@ -370,10 +378,10 @@ track_live_clamps(uint64_t inst,
}
static bool
check_instruction_writes(uint64_t inst,
struct vc4_validated_shader_info *validated_shader,
check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state)
{
uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
bool ok;
@ -383,12 +391,10 @@ check_instruction_writes(uint64_t inst,
return false;
}
ok = (check_reg_write(inst, validated_shader, validation_state,
false) &&
check_reg_write(inst, validated_shader, validation_state,
true));
ok = (check_reg_write(validated_shader, validation_state, false) &&
check_reg_write(validated_shader, validation_state, true));
track_live_clamps(inst, validated_shader, validation_state);
track_live_clamps(validated_shader, validation_state);
return ok;
}
@ -418,30 +424,30 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
{
bool found_shader_end = false;
int shader_end_ip = 0;
uint32_t ip, max_ip;
uint64_t *shader;
uint32_t ip;
struct vc4_validated_shader_info *validated_shader;
struct vc4_shader_validation_state validation_state;
int i;
memset(&validation_state, 0, sizeof(validation_state));
validation_state.shader = shader_obj->vaddr;
validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
for (i = 0; i < 8; i++)
validation_state.tmu_setup[i / 4].p_offset[i % 4] = ~0;
for (i = 0; i < ARRAY_SIZE(validation_state.live_min_clamp_offsets); i++)
validation_state.live_min_clamp_offsets[i] = ~0;
shader = shader_obj->vaddr;
max_ip = shader_obj->base.size / sizeof(uint64_t);
validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
if (!validated_shader)
return NULL;
for (ip = 0; ip < max_ip; ip++) {
uint64_t inst = shader[ip];
for (ip = 0; ip < validation_state.max_ip; ip++) {
uint64_t inst = validation_state.shader[ip];
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
validation_state.ip = ip;
switch (sig) {
case QPU_SIG_NONE:
case QPU_SIG_WAIT_FOR_SCOREBOARD:
@ -451,7 +457,7 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
case QPU_SIG_LOAD_TMU1:
case QPU_SIG_PROG_END:
case QPU_SIG_SMALL_IMM:
if (!check_instruction_writes(inst, validated_shader,
if (!check_instruction_writes(validated_shader,
&validation_state)) {
DRM_ERROR("Bad write at ip %d\n", ip);
goto fail;
@ -468,7 +474,7 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
break;
case QPU_SIG_LOAD_IMM:
if (!check_instruction_writes(inst, validated_shader,
if (!check_instruction_writes(validated_shader,
&validation_state)) {
DRM_ERROR("Bad LOAD_IMM write at ip %d\n", ip);
goto fail;
@ -488,7 +494,7 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
break;
}
if (ip == max_ip) {
if (ip == validation_state.max_ip) {
DRM_ERROR("shader failed to terminate before "
"shader BO end at %zd\n",
shader_obj->base.size);