We need to get the new gpu_address as well when
reallocating the cs buffer.
Bug: https://bugs.freedesktop.org/show_bug.cgi?id=82428
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Kai Wasserbäch <kai@dev.carbon-project.org>
If the array index is not a constant expression, the existing support
will assume a zero offset (giving us the sampler index of the base of
the array).
For dynamically uniform indexing of sampler arrays, we need both that
and the indexing expression.
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
V2: Expand comment to explain what dynamically uniform expressions are
about.
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
This prevents some simulator assertion failures, but it does mean (since
I've dropped the "* 16" padding) that on real hardware you need a kernel
that does overflow memory management (currently, "drm/vc4: Add support for
binner overflow memory allocation." in my kernel tree).
In addition to reducing sim-specific code, it also avoids our local handle
allocation conflicting with the host GEM's handle numbering, which was
causing vc4_gem_hindex() to not distinguish between winsys BOs and the
same-numbered non-winsys bo.
We don't care if things like vertex data get smashed by render target
data, but we do need to make sure that shader code doesn't get rendered
to.
v2: Fix overflowing read of gl_relocs[] that incorrect flagged of some
VBOs as shader code.
The comment conflicted with the support in the code, so I moved the TMU
write validation to where the comment was, and dropped some dead arguments
from the functions while changing their signatures.
This doesn't load/store the Z contents across submits yet. It also
disables early Z, since it's going to require tracking of Z functions
across multiple state updates to track the early Z direction and whether
it can be used.
v2: Move the key setup to before the search for the key.
Otherwise, once we're not flushing at the end of every draw, we'll free
things like gallium resources, and free the backing GEM object, before
we've flushed the rendering using it to the kernel.
render_cl_size/bin_cl_size includes relocations, while the hardware buffer
doesn't. If you don't emit a HALT packet, the command parser continues
until the end register's value. We can't allow executing unvalidated
buffer contents (and it's actually harmful in the render lists Mesa is
emitting, since VC4_PACKET_STORE_MS_TILE_BUFFER_AND_EOF doesn't trigger a
halt).
This required building a shader parser that would walk the program to find
where the texturing-related uniforms are in the uniforms stream.
Note that as of this commit, a new kernel is required for rendering on
actual VC4 hardware (currently that commit is named "drm/vc4: Introduce
shader validation and better command stream validation.", but is likely to
be squashed as part of an eventual merge of the kernel driver).
This ensures that when I'm using the simulator, I get a closer match to
what behavior on real hardware will be. It lets me rapidly iterate on the
kernel validation code (which otherwise has a several-minute turnaround
time), and helps catch buffer overflow bugs in the userspace driver
faster.