v3d: Drop #if 0-ed out v3d_dump_to_file().
[mesa.git] / src / gallium / drivers / v3d / v3d_simulator.c
1 /*
2 * Copyright © 2014-2017 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 /**
25 * @file v3d_simulator.c
26 *
27 * Implements VC5 simulation on top of a non-VC5 GEM fd.
28 *
29 * This file's goal is to emulate the VC5 ioctls' behavior in the kernel on
30 * top of the simpenrose software simulator. Generally, VC5 driver BOs have a
31 * GEM-side copy of their contents and a simulator-side memory area that the
32 * GEM contents get copied into during simulation. Once simulation is done,
33 * the simulator's data is copied back out to the GEM BOs, so that rendering
34 * appears on the screen as if actual hardware rendering had been done.
35 *
36 * One of the limitations of this code is that we shouldn't really need a
37 * GEM-side BO for non-window-system BOs. However, do we need unique BO
38 * handles for each of our GEM bos so that this file can look up its state
39 * from the handle passed in at submit ioctl time (also, a couple of places
40 * outside of this file still call ioctls directly on the fd).
41 *
42 * Another limitation is that BO import doesn't work unless the underlying
43 * window system's BO size matches what VC5 is going to use, which of course
44 * doesn't work out in practice. This means that for now, only DRI3 (VC5
45 * makes the winsys BOs) is supported, not DRI2 (window system makes the winys
46 * BOs).
47 */
48
49 #ifdef USE_V3D_SIMULATOR
50
51 #include <sys/mman.h>
52 #include "util/hash_table.h"
53 #include "util/ralloc.h"
54 #include "util/set.h"
55 #include "util/u_memory.h"
56 #include "util/u_mm.h"
57 #include "v3d_simulator_wrapper.h"
58
59 #include "v3d_screen.h"
60 #include "v3d_context.h"
61
62 /** Global (across GEM fds) state for the simulator */
63 static struct v3d_simulator_state {
64 mtx_t mutex;
65
66 struct v3d_hw *v3d;
67 int ver;
68
69 /* Base virtual address of the heap. */
70 void *mem;
71 /* Base hardware address of the heap. */
72 uint32_t mem_base;
73 /* Size of the heap. */
74 size_t mem_size;
75
76 struct mem_block *heap;
77 struct mem_block *overflow;
78
79 /** Mapping from GEM fd to struct v3d_simulator_file * */
80 struct hash_table *fd_map;
81
82 int refcount;
83 } sim_state = {
84 .mutex = _MTX_INITIALIZER_NP,
85 };
86
87 /** Per-GEM-fd state for the simulator. */
88 struct v3d_simulator_file {
89 int fd;
90
91 /** Mapping from GEM handle to struct v3d_simulator_bo * */
92 struct hash_table *bo_map;
93
94 struct mem_block *gmp;
95 void *gmp_vaddr;
96 };
97
98 /** Wrapper for drm_v3d_bo tracking the simulator-specific state. */
99 struct v3d_simulator_bo {
100 struct v3d_simulator_file *file;
101
102 /** Area for this BO within sim_state->mem */
103 struct mem_block *block;
104 uint32_t size;
105 void *vaddr;
106
107 void *winsys_map;
108 uint32_t winsys_stride;
109
110 int handle;
111 };
112
113 static void *
114 int_to_key(int key)
115 {
116 return (void *)(uintptr_t)key;
117 }
118
119 static struct v3d_simulator_file *
120 v3d_get_simulator_file_for_fd(int fd)
121 {
122 struct hash_entry *entry = _mesa_hash_table_search(sim_state.fd_map,
123 int_to_key(fd + 1));
124 return entry ? entry->data : NULL;
125 }
126
127 /* A marker placed just after each BO, then checked after rendering to make
128 * sure it's still there.
129 */
130 #define BO_SENTINEL 0xfedcba98
131
132 /* 128kb */
133 #define GMP_ALIGN2 17
134
135 /**
136 * Sets the range of GPU virtual address space to have the given GMP
137 * permissions (bit 0 = read, bit 1 = write, write-only forbidden).
138 */
139 static void
140 set_gmp_flags(struct v3d_simulator_file *file,
141 uint32_t offset, uint32_t size, uint32_t flag)
142 {
143 assert((offset & ((1 << GMP_ALIGN2) - 1)) == 0);
144 int gmp_offset = offset >> GMP_ALIGN2;
145 int gmp_count = align(size, 1 << GMP_ALIGN2) >> GMP_ALIGN2;
146 uint32_t *gmp = file->gmp_vaddr;
147
148 assert(flag <= 0x3);
149
150 for (int i = gmp_offset; i < gmp_offset + gmp_count; i++) {
151 int32_t bitshift = (i % 16) * 2;
152 gmp[i / 16] &= ~(0x3 << bitshift);
153 gmp[i / 16] |= flag << bitshift;
154 }
155 }
156
157 /**
158 * Allocates space in simulator memory and returns a tracking struct for it
159 * that also contains the drm_gem_cma_object struct.
160 */
161 static struct v3d_simulator_bo *
162 v3d_create_simulator_bo(int fd, int handle, unsigned size)
163 {
164 struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
165 struct v3d_simulator_bo *sim_bo = rzalloc(file,
166 struct v3d_simulator_bo);
167 size = align(size, 4096);
168
169 sim_bo->file = file;
170 sim_bo->handle = handle;
171
172 mtx_lock(&sim_state.mutex);
173 sim_bo->block = u_mmAllocMem(sim_state.heap, size + 4, GMP_ALIGN2, 0);
174 mtx_unlock(&sim_state.mutex);
175 assert(sim_bo->block);
176
177 set_gmp_flags(file, sim_bo->block->ofs, size, 0x3);
178
179 sim_bo->size = size;
180 sim_bo->vaddr = sim_state.mem + sim_bo->block->ofs - sim_state.mem_base;
181 memset(sim_bo->vaddr, 0xd0, size);
182
183 *(uint32_t *)(sim_bo->vaddr + sim_bo->size) = BO_SENTINEL;
184
185 /* A handle of 0 is used for v3d_gem.c internal allocations that
186 * don't need to go in the lookup table.
187 */
188 if (handle != 0) {
189 mtx_lock(&sim_state.mutex);
190 _mesa_hash_table_insert(file->bo_map, int_to_key(handle),
191 sim_bo);
192 mtx_unlock(&sim_state.mutex);
193 }
194
195 return sim_bo;
196 }
197
198 static void
199 v3d_free_simulator_bo(struct v3d_simulator_bo *sim_bo)
200 {
201 struct v3d_simulator_file *sim_file = sim_bo->file;
202
203 if (sim_bo->winsys_map)
204 munmap(sim_bo->winsys_map, sim_bo->size);
205
206 set_gmp_flags(sim_file, sim_bo->block->ofs, sim_bo->size, 0x0);
207
208 mtx_lock(&sim_state.mutex);
209 u_mmFreeMem(sim_bo->block);
210 if (sim_bo->handle) {
211 struct hash_entry *entry =
212 _mesa_hash_table_search(sim_file->bo_map,
213 int_to_key(sim_bo->handle));
214 _mesa_hash_table_remove(sim_file->bo_map, entry);
215 }
216 mtx_unlock(&sim_state.mutex);
217 ralloc_free(sim_bo);
218 }
219
220 static struct v3d_simulator_bo *
221 v3d_get_simulator_bo(struct v3d_simulator_file *file, int gem_handle)
222 {
223 mtx_lock(&sim_state.mutex);
224 struct hash_entry *entry =
225 _mesa_hash_table_search(file->bo_map, int_to_key(gem_handle));
226 mtx_unlock(&sim_state.mutex);
227
228 return entry ? entry->data : NULL;
229 }
230
231 static int
232 v3d_simulator_pin_bos(int fd, struct v3d_job *job)
233 {
234 struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
235
236 set_foreach(job->bos, entry) {
237 struct v3d_bo *bo = (struct v3d_bo *)entry->key;
238 struct v3d_simulator_bo *sim_bo =
239 v3d_get_simulator_bo(file, bo->handle);
240
241 v3d_bo_map(bo);
242 memcpy(sim_bo->vaddr, bo->map, bo->size);
243 }
244
245 return 0;
246 }
247
248 static int
249 v3d_simulator_unpin_bos(int fd, struct v3d_job *job)
250 {
251 struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
252
253 set_foreach(job->bos, entry) {
254 struct v3d_bo *bo = (struct v3d_bo *)entry->key;
255 struct v3d_simulator_bo *sim_bo =
256 v3d_get_simulator_bo(file, bo->handle);
257
258 if (*(uint32_t *)(sim_bo->vaddr +
259 sim_bo->size) != BO_SENTINEL) {
260 fprintf(stderr, "Buffer overflow in %s\n", bo->name);
261 }
262
263 v3d_bo_map(bo);
264 memcpy(bo->map, sim_bo->vaddr, bo->size);
265 }
266
267 return 0;
268 }
269
270 int
271 v3d_simulator_flush(struct v3d_context *v3d,
272 struct drm_v3d_submit_cl *submit, struct v3d_job *job)
273 {
274 struct v3d_screen *screen = v3d->screen;
275 int fd = screen->fd;
276 struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
277 struct v3d_surface *csurf = v3d_surface(v3d->framebuffer.cbufs[0]);
278 struct v3d_resource *ctex = csurf ? v3d_resource(csurf->base.texture) : NULL;
279 struct v3d_simulator_bo *csim_bo = ctex ? v3d_get_simulator_bo(file, ctex->bo->handle) : NULL;
280 uint32_t winsys_stride = ctex ? csim_bo->winsys_stride : 0;
281 uint32_t sim_stride = ctex ? ctex->slices[0].stride : 0;
282 uint32_t row_len = MIN2(sim_stride, winsys_stride);
283 int ret;
284
285 if (ctex && csim_bo->winsys_map) {
286 #if 0
287 fprintf(stderr, "%dx%d %d %d %d\n",
288 ctex->base.b.width0, ctex->base.b.height0,
289 winsys_stride,
290 sim_stride,
291 ctex->bo->size);
292 #endif
293
294 for (int y = 0; y < ctex->base.height0; y++) {
295 memcpy(ctex->bo->map + y * sim_stride,
296 csim_bo->winsys_map + y * winsys_stride,
297 row_len);
298 }
299 }
300
301 ret = v3d_simulator_pin_bos(fd, job);
302 if (ret)
303 return ret;
304
305 if (sim_state.ver >= 41)
306 v3d41_simulator_flush(sim_state.v3d, submit, file->gmp->ofs);
307 else
308 v3d33_simulator_flush(sim_state.v3d, submit, file->gmp->ofs);
309
310 ret = v3d_simulator_unpin_bos(fd, job);
311 if (ret)
312 return ret;
313
314 if (ctex && csim_bo->winsys_map) {
315 for (int y = 0; y < ctex->base.height0; y++) {
316 memcpy(csim_bo->winsys_map + y * winsys_stride,
317 ctex->bo->map + y * sim_stride,
318 row_len);
319 }
320 }
321
322 return 0;
323 }
324
325 /**
326 * Map the underlying GEM object from the real hardware GEM handle.
327 */
328 static void *
329 v3d_simulator_map_winsys_bo(int fd, struct v3d_simulator_bo *sim_bo)
330 {
331 int ret;
332 void *map;
333
334 struct drm_mode_map_dumb map_dumb = {
335 .handle = sim_bo->handle,
336 };
337 ret = drmIoctl(fd, DRM_IOCTL_MODE_MAP_DUMB, &map_dumb);
338 if (ret != 0) {
339 fprintf(stderr, "map ioctl failure\n");
340 abort();
341 }
342
343 map = mmap(NULL, sim_bo->size, PROT_READ | PROT_WRITE, MAP_SHARED,
344 fd, map_dumb.offset);
345 if (map == MAP_FAILED) {
346 fprintf(stderr,
347 "mmap of bo %d (offset 0x%016llx, size %d) failed\n",
348 sim_bo->handle, (long long)map_dumb.offset,
349 (int)sim_bo->size);
350 abort();
351 }
352
353 return map;
354 }
355
356 /**
357 * Do fixups after a BO has been opened from a handle.
358 *
359 * This could be done at DRM_IOCTL_GEM_OPEN/DRM_IOCTL_GEM_PRIME_FD_TO_HANDLE
360 * time, but we're still using drmPrimeFDToHandle() so we have this helper to
361 * be called afterward instead.
362 */
363 void v3d_simulator_open_from_handle(int fd, uint32_t winsys_stride,
364 int handle, uint32_t size)
365 {
366 struct v3d_simulator_bo *sim_bo =
367 v3d_create_simulator_bo(fd, handle, size);
368
369 sim_bo->winsys_stride = winsys_stride;
370 sim_bo->winsys_map = v3d_simulator_map_winsys_bo(fd, sim_bo);
371 }
372
373 /**
374 * Simulated ioctl(fd, DRM_VC5_CREATE_BO) implementation.
375 *
376 * Making a VC5 BO is just a matter of making a corresponding BO on the host.
377 */
378 static int
379 v3d_simulator_create_bo_ioctl(int fd, struct drm_v3d_create_bo *args)
380 {
381 int ret;
382 struct drm_mode_create_dumb create = {
383 .width = 128,
384 .bpp = 8,
385 .height = (args->size + 127) / 128,
386 };
387
388 ret = drmIoctl(fd, DRM_IOCTL_MODE_CREATE_DUMB, &create);
389 assert(create.size >= args->size);
390
391 args->handle = create.handle;
392
393 struct v3d_simulator_bo *sim_bo =
394 v3d_create_simulator_bo(fd, create.handle, args->size);
395
396 args->offset = sim_bo->block->ofs;
397
398 return ret;
399 }
400
401 /**
402 * Simulated ioctl(fd, DRM_VC5_MMAP_BO) implementation.
403 *
404 * We just pass this straight through to dumb mmap.
405 */
406 static int
407 v3d_simulator_mmap_bo_ioctl(int fd, struct drm_v3d_mmap_bo *args)
408 {
409 int ret;
410 struct drm_mode_map_dumb map = {
411 .handle = args->handle,
412 };
413
414 ret = drmIoctl(fd, DRM_IOCTL_MODE_MAP_DUMB, &map);
415 args->offset = map.offset;
416
417 return ret;
418 }
419
420 static int
421 v3d_simulator_get_bo_offset_ioctl(int fd, struct drm_v3d_get_bo_offset *args)
422 {
423 struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
424 struct v3d_simulator_bo *sim_bo = v3d_get_simulator_bo(file,
425 args->handle);
426
427 args->offset = sim_bo->block->ofs;
428
429 return 0;
430 }
431
432 static int
433 v3d_simulator_gem_close_ioctl(int fd, struct drm_gem_close *args)
434 {
435 /* Free the simulator's internal tracking. */
436 struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
437 struct v3d_simulator_bo *sim_bo = v3d_get_simulator_bo(file,
438 args->handle);
439
440 v3d_free_simulator_bo(sim_bo);
441
442 /* Pass the call on down. */
443 return drmIoctl(fd, DRM_IOCTL_GEM_CLOSE, args);
444 }
445
446 static int
447 v3d_simulator_get_param_ioctl(int fd, struct drm_v3d_get_param *args)
448 {
449 if (sim_state.ver >= 41)
450 return v3d41_simulator_get_param_ioctl(sim_state.v3d, args);
451 else
452 return v3d33_simulator_get_param_ioctl(sim_state.v3d, args);
453 }
454
455 int
456 v3d_simulator_ioctl(int fd, unsigned long request, void *args)
457 {
458 switch (request) {
459 case DRM_IOCTL_V3D_CREATE_BO:
460 return v3d_simulator_create_bo_ioctl(fd, args);
461 case DRM_IOCTL_V3D_MMAP_BO:
462 return v3d_simulator_mmap_bo_ioctl(fd, args);
463 case DRM_IOCTL_V3D_GET_BO_OFFSET:
464 return v3d_simulator_get_bo_offset_ioctl(fd, args);
465
466 case DRM_IOCTL_V3D_WAIT_BO:
467 /* We do all of the v3d rendering synchronously, so we just
468 * return immediately on the wait ioctls. This ignores any
469 * native rendering to the host BO, so it does mean we race on
470 * front buffer rendering.
471 */
472 return 0;
473
474 case DRM_IOCTL_V3D_GET_PARAM:
475 return v3d_simulator_get_param_ioctl(fd, args);
476
477 case DRM_IOCTL_GEM_CLOSE:
478 return v3d_simulator_gem_close_ioctl(fd, args);
479
480 case DRM_IOCTL_GEM_OPEN:
481 case DRM_IOCTL_GEM_FLINK:
482 return drmIoctl(fd, request, args);
483 default:
484 fprintf(stderr, "Unknown ioctl 0x%08x\n", (int)request);
485 abort();
486 }
487 }
488
489 static void
490 v3d_simulator_init_global(const struct v3d_device_info *devinfo)
491 {
492 mtx_lock(&sim_state.mutex);
493 if (sim_state.refcount++) {
494 mtx_unlock(&sim_state.mutex);
495 return;
496 }
497
498 sim_state.v3d = v3d_hw_auto_new(NULL);
499 v3d_hw_alloc_mem(sim_state.v3d, 1024 * 1024 * 1024);
500 sim_state.mem_base =
501 v3d_hw_get_mem(sim_state.v3d, &sim_state.mem_size,
502 &sim_state.mem);
503
504 /* Allocate from anywhere from 4096 up. We don't allocate at 0,
505 * because for OQs and some other addresses in the HW, 0 means
506 * disabled.
507 */
508 sim_state.heap = u_mmInit(4096, sim_state.mem_size - 4096);
509
510 /* Make a block of 0xd0 at address 0 to make sure we don't screw up
511 * and land there.
512 */
513 struct mem_block *b = u_mmAllocMem(sim_state.heap, 4096, GMP_ALIGN2, 0);
514 memset(sim_state.mem + b->ofs - sim_state.mem_base, 0xd0, 4096);
515
516 sim_state.ver = v3d_hw_get_version(sim_state.v3d);
517
518 mtx_unlock(&sim_state.mutex);
519
520 sim_state.fd_map =
521 _mesa_hash_table_create(NULL,
522 _mesa_hash_pointer,
523 _mesa_key_pointer_equal);
524
525 if (sim_state.ver >= 41)
526 v3d41_simulator_init_regs(sim_state.v3d);
527 else
528 v3d33_simulator_init_regs(sim_state.v3d);
529 }
530
531 void
532 v3d_simulator_init(struct v3d_screen *screen)
533 {
534 v3d_simulator_init_global(&screen->devinfo);
535
536 screen->sim_file = rzalloc(screen, struct v3d_simulator_file);
537 struct v3d_simulator_file *sim_file = screen->sim_file;
538
539 screen->sim_file->bo_map =
540 _mesa_hash_table_create(screen->sim_file,
541 _mesa_hash_pointer,
542 _mesa_key_pointer_equal);
543
544 mtx_lock(&sim_state.mutex);
545 _mesa_hash_table_insert(sim_state.fd_map, int_to_key(screen->fd + 1),
546 screen->sim_file);
547 mtx_unlock(&sim_state.mutex);
548
549 sim_file->gmp = u_mmAllocMem(sim_state.heap, 8096, GMP_ALIGN2, 0);
550 sim_file->gmp_vaddr = (sim_state.mem + sim_file->gmp->ofs -
551 sim_state.mem_base);
552 }
553
554 void
555 v3d_simulator_destroy(struct v3d_screen *screen)
556 {
557 mtx_lock(&sim_state.mutex);
558 if (!--sim_state.refcount) {
559 _mesa_hash_table_destroy(sim_state.fd_map, NULL);
560 u_mmDestroy(sim_state.heap);
561 /* No memsetting the struct, because it contains the mutex. */
562 sim_state.mem = NULL;
563 }
564 mtx_unlock(&sim_state.mutex);
565 }
566
567 #endif /* USE_V3D_SIMULATOR */