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Diffstat (limited to 'src/gallium/drivers/vc4/kernel/vc4_gem.c')
-rw-r--r--src/gallium/drivers/vc4/kernel/vc4_gem.c147
1 files changed, 147 insertions, 0 deletions
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 */