summaryrefslogtreecommitdiff
path: root/src/gallium/drivers/vc4/vc4_simulator_validate.h
blob: 39419b4207802ce126db0d4f309d9d1317837b90 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
/*
 * 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_SIMULATOR_VALIDATE_H
#define VC4_SIMULATOR_VALIDATE_H

#include <stdbool.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <stdio.h>
#include <errno.h>

#include "vc4_context.h"
#include "vc4_qpu_defines.h"

#define DRM_INFO(...) fprintf(stderr, __VA_ARGS__)
#define DRM_ERROR(...) fprintf(stderr, __VA_ARGS__)
#define kmalloc(size, arg) malloc(size)
#define kcalloc(size, count, arg) calloc(size, count)
#define kfree(ptr) free(ptr)
#define krealloc(ptr, size, args) realloc(ptr, size)
#define roundup(x, y) align(x, y)
#define max(x, y) MAX2(x, y)
#define min(x, y) MiN2(x, y)
#define BUG_ON(condition) assert(!(condition))

static inline int
copy_from_user(void *dst, void *src, size_t size)
{
        memcpy(dst, src, size);
        return 0;
}

typedef uint8_t u8;
typedef uint16_t u16;
typedef uint32_t u32;

struct drm_device {
        struct vc4_context *vc4;
        uint32_t simulator_mem_next;
};

struct drm_gem_cma_object {
        struct vc4_bo *bo;

        struct {
                uint32_t size;
        } base;
        uint32_t paddr;
        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 vc4_validated_shader_info *
vc4_validate_shader(struct drm_gem_cma_object *shader_obj,
                    uint32_t start_offset);

#endif /* VC4_SIMULATOR_VALIDATE_H */