diff options
author | Eric Anholt <eric@anholt.net> | 2014-09-30 16:25:48 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2014-10-09 09:46:39 +0200 |
commit | 0b96a086cbb4bcf0a5aab1fee6d77c1e40295297 (patch) | |
tree | 469717fdc6feed1f4ab6a3d391782d2d14da6abf /src/gallium/drivers/vc4/vc4_simulator_validate.h | |
parent | ef9914aa7481e483d6a12f35ed4eb46b26d17235 (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.h | 139 |
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 */ |