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authorEric Anholt <eric@anholt.net>2014-09-30 16:25:48 -0700
committerEric Anholt <eric@anholt.net>2014-10-09 09:46:39 +0200
commit0b96a086cbb4bcf0a5aab1fee6d77c1e40295297 (patch)
tree469717fdc6feed1f4ab6a3d391782d2d14da6abf
parentef9914aa7481e483d6a12f35ed4eb46b26d17235 (diff)
vc4: Move the mirrored kernel code to a kernel/ directory.
Now this whole setup matches the kernel's file layout much more closely.
-rw-r--r--configure.ac1
-rw-r--r--src/gallium/drivers/vc4/Makefile.am4
-rw-r--r--src/gallium/drivers/vc4/Makefile.sources5
-rw-r--r--src/gallium/drivers/vc4/kernel/Makefile.am40
-rw-r--r--src/gallium/drivers/vc4/kernel/Makefile.sources5
-rw-r--r--src/gallium/drivers/vc4/kernel/README6
-rw-r--r--src/gallium/drivers/vc4/kernel/vc4_drv.h168
-rw-r--r--src/gallium/drivers/vc4/kernel/vc4_gem.c147
-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.c122
-rw-r--r--src/gallium/drivers/vc4/vc4_simulator_validate.h139
12 files changed, 383 insertions, 258 deletions
diff --git a/configure.ac b/configure.ac
index 2a5c143b623..680dff4ab42 100644
--- a/configure.ac
+++ b/configure.ac
@@ -2163,6 +2163,7 @@ AC_CONFIG_FILES([Makefile
src/gallium/drivers/svga/Makefile
src/gallium/drivers/trace/Makefile
src/gallium/drivers/vc4/Makefile
+ src/gallium/drivers/vc4/kernel/Makefile
src/gallium/state_trackers/clover/Makefile
src/gallium/state_trackers/dri/Makefile
src/gallium/state_trackers/egl/Makefile
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 */