vc4: Simplify vc4_use_bo and make sure it's not a shader.
[mesa.git] / src / gallium / drivers / vc4 / kernel / vc4_drv.h
1 /*
2 * Copyright © 2014 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 #ifndef VC4_DRV_H
25 #define VC4_DRV_H
26
27 #include "vc4_simulator_validate.h"
28
29 struct vc4_exec_info {
30 /* Sequence number for this bin/render job. */
31 uint64_t seqno;
32
33 /* Kernel-space copy of the ioctl arguments */
34 struct drm_vc4_submit_cl *args;
35
36 /* This is the array of BOs that were looked up at the start of exec.
37 * Command validation will use indices into this array.
38 */
39 struct drm_gem_cma_object **bo;
40 uint32_t bo_count;
41
42 /* List of other BOs used in the job that need to be released
43 * once the job is complete.
44 */
45 struct list_head unref_list;
46
47 /* Current unvalidated indices into @bo loaded by the non-hardware
48 * VC4_PACKET_GEM_HANDLES.
49 */
50 uint32_t bo_index[2];
51
52 /* This is the BO where we store the validated command lists, shader
53 * records, and uniforms.
54 */
55 struct drm_gem_cma_object *exec_bo;
56
57 /**
58 * This tracks the per-shader-record state (packet 64) that
59 * determines the length of the shader record and the offset
60 * it's expected to be found at. It gets read in from the
61 * command lists.
62 */
63 struct vc4_shader_state {
64 uint32_t addr;
65 /* Maximum vertex index referenced by any primitive using this
66 * shader state.
67 */
68 uint32_t max_index;
69 } *shader_state;
70
71 /** How many shader states the user declared they were using. */
72 uint32_t shader_state_size;
73 /** How many shader state records the validator has seen. */
74 uint32_t shader_state_count;
75
76 bool found_tile_binning_mode_config_packet;
77 bool found_start_tile_binning_packet;
78 bool found_increment_semaphore_packet;
79 bool found_flush;
80 uint8_t bin_tiles_x, bin_tiles_y;
81 struct drm_gem_cma_object *tile_bo;
82 uint32_t tile_alloc_offset;
83
84 /**
85 * Computed addresses pointing into exec_bo where we start the
86 * bin thread (ct0) and render thread (ct1).
87 */
88 uint32_t ct0ca, ct0ea;
89 uint32_t ct1ca, ct1ea;
90
91 /* Pointer to the unvalidated bin CL (if present). */
92 void *bin_u;
93
94 /* Pointers to the shader recs. These paddr gets incremented as CL
95 * packets are relocated in validate_gl_shader_state, and the vaddrs
96 * (u and v) get incremented and size decremented as the shader recs
97 * themselves are validated.
98 */
99 void *shader_rec_u;
100 void *shader_rec_v;
101 uint32_t shader_rec_p;
102 uint32_t shader_rec_size;
103
104 /* Pointers to the uniform data. These pointers are incremented, and
105 * size decremented, as each batch of uniforms is uploaded.
106 */
107 void *uniforms_u;
108 void *uniforms_v;
109 uint32_t uniforms_p;
110 uint32_t uniforms_size;
111 };
112
113 /**
114 * struct vc4_texture_sample_info - saves the offsets into the UBO for texture
115 * setup parameters.
116 *
117 * This will be used at draw time to relocate the reference to the texture
118 * contents in p0, and validate that the offset combined with
119 * width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO.
120 * Note that the hardware treats unprovided config parameters as 0, so not all
121 * of them need to be set up for every texure sample, and we'll store ~0 as
122 * the offset to mark the unused ones.
123 *
124 * See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit
125 * Setup") for definitions of the texture parameters.
126 */
127 struct vc4_texture_sample_info {
128 bool is_direct;
129 uint32_t p_offset[4];
130 };
131
132 /**
133 * struct vc4_validated_shader_info - information about validated shaders that
134 * needs to be used from command list validation.
135 *
136 * For a given shader, each time a shader state record references it, we need
137 * to verify that the shader doesn't read more uniforms than the shader state
138 * record's uniform BO pointer can provide, and we need to apply relocations
139 * and validate the shader state record's uniforms that define the texture
140 * samples.
141 */
142 struct vc4_validated_shader_info
143 {
144 uint32_t uniforms_size;
145 uint32_t uniforms_src_size;
146 uint32_t num_texture_samples;
147 struct vc4_texture_sample_info *texture_samples;
148 };
149
150 /* vc4_validate.c */
151 int
152 vc4_validate_bin_cl(struct drm_device *dev,
153 void *validated,
154 void *unvalidated,
155 struct vc4_exec_info *exec);
156
157 int
158 vc4_validate_shader_recs(struct drm_device *dev, struct vc4_exec_info *exec);
159
160 struct vc4_validated_shader_info *
161 vc4_validate_shader(struct drm_gem_cma_object *shader_obj);
162
163 struct drm_gem_cma_object *vc4_use_bo(struct vc4_exec_info *exec,
164 uint32_t hindex);
165
166 int vc4_get_rcl(struct drm_device *dev, struct vc4_exec_info *exec);
167
168 bool vc4_check_tex_size(struct vc4_exec_info *exec,
169 struct drm_gem_cma_object *fbo,
170 uint32_t offset, uint8_t tiling_format,
171 uint32_t width, uint32_t height, uint8_t cpp);
172
173 #endif /* VC4_DRV_H */