2 * Copyright © 2014 Broadcom
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5 * copy of this software and associated documentation files (the "Software"),
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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:
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
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
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27 #include "vc4_simulator_validate.h"
37 struct vc4_bo_exec_state
{
38 struct drm_gem_cma_object
*bo
;
39 enum vc4_bo_mode mode
;
43 /* Kernel-space copy of the ioctl arguments */
44 struct drm_vc4_submit_cl
*args
;
46 /* This is the array of BOs that were looked up at the start of exec.
47 * Command validation will use indices into this array.
49 struct vc4_bo_exec_state
*bo
;
52 /* Current unvalidated indices into @bo loaded by the non-hardware
53 * VC4_PACKET_GEM_HANDLES.
57 /* This is the BO where we store the validated command lists, shader
58 * records, and uniforms.
60 struct drm_gem_cma_object
*exec_bo
;
63 * This tracks the per-shader-record state (packet 64) that
64 * determines the length of the shader record and the offset
65 * it's expected to be found at. It gets read in from the
68 struct vc4_shader_state
{
71 /* Maximum vertex index referenced by any primitive using this
77 /** How many shader states the user declared they were using. */
78 uint32_t shader_state_size
;
79 /** How many shader state records the validator has seen. */
80 uint32_t shader_state_count
;
82 bool found_tile_binning_mode_config_packet
;
83 bool found_tile_rendering_mode_config_packet
;
84 bool found_start_tile_binning_packet
;
85 uint8_t bin_tiles_x
, bin_tiles_y
;
86 uint32_t fb_width
, fb_height
;
87 uint32_t tile_alloc_init_block_size
;
88 struct drm_gem_cma_object
*tile_alloc_bo
;
91 * Computed addresses pointing into exec_bo where we start the
92 * bin thread (ct0) and render thread (ct1).
94 uint32_t ct0ca
, ct0ea
;
95 uint32_t ct1ca
, ct1ea
;
97 /* Pointers to the shader recs. These paddr gets incremented as CL
98 * packets are relocated in validate_gl_shader_state, and the vaddrs
99 * (u and v) get incremented and size decremented as the shader recs
100 * themselves are validated.
104 uint32_t shader_rec_p
;
105 uint32_t shader_rec_size
;
107 /* Pointers to the uniform data. These pointers are incremented, and
108 * size decremented, as each batch of uniforms is uploaded.
113 uint32_t uniforms_size
;
117 * struct vc4_texture_sample_info - saves the offsets into the UBO for texture
120 * This will be used at draw time to relocate the reference to the texture
121 * contents in p0, and validate that the offset combined with
122 * width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO.
123 * Note that the hardware treats unprovided config parameters as 0, so not all
124 * of them need to be set up for every texure sample, and we'll store ~0 as
125 * the offset to mark the unused ones.
127 * See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit
128 * Setup") for definitions of the texture parameters.
130 struct vc4_texture_sample_info
{
131 uint32_t p_offset
[4];
135 * struct vc4_validated_shader_info - information about validated shaders that
136 * needs to be used from command list validation.
138 * For a given shader, each time a shader state record references it, we need
139 * to verify that the shader doesn't read more uniforms than the shader state
140 * record's uniform BO pointer can provide, and we need to apply relocations
141 * and validate the shader state record's uniforms that define the texture
144 struct vc4_validated_shader_info
146 uint32_t uniforms_size
;
147 uint32_t uniforms_src_size
;
148 uint32_t num_texture_samples
;
149 struct vc4_texture_sample_info
*texture_samples
;
154 vc4_validate_cl(struct drm_device
*dev
,
159 struct exec_info
*exec
);
162 vc4_validate_shader_recs(struct drm_device
*dev
, struct exec_info
*exec
);
164 struct vc4_validated_shader_info
*
165 vc4_validate_shader(struct drm_gem_cma_object
*shader_obj
,
166 uint32_t start_offset
);
168 #endif /* VC4_DRV_H */