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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 /src/gallium/drivers/vc4/vc4_simulator_validate.h
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.
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_simulator_validate.h')
-rw-r--r--src/gallium/drivers/vc4/vc4_simulator_validate.h139
1 files changed, 6 insertions, 133 deletions
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 */