vc4: Drop NV shader reloc validation.
[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 enum vc4_bo_mode {
30 VC4_MODE_UNDECIDED,
31 VC4_MODE_RENDER,
32 VC4_MODE_SHADER,
33 };
34
35 struct vc4_bo_exec_state {
36 struct drm_gem_cma_object *bo;
37 enum vc4_bo_mode mode;
38 };
39
40 struct vc4_exec_info {
41 /* Sequence number for this bin/render job. */
42 uint64_t seqno;
43
44 /* Kernel-space copy of the ioctl arguments */
45 struct drm_vc4_submit_cl *args;
46
47 /* This is the array of BOs that were looked up at the start of exec.
48 * Command validation will use indices into this array.
49 */
50 struct vc4_bo_exec_state *bo;
51 uint32_t bo_count;
52
53 /* List of other BOs used in the job that need to be released
54 * once the job is complete.
55 */
56 struct list_head unref_list;
57
58 /* Current unvalidated indices into @bo loaded by the non-hardware
59 * VC4_PACKET_GEM_HANDLES.
60 */
61 uint32_t bo_index[2];
62
63 /* This is the BO where we store the validated command lists, shader
64 * records, and uniforms.
65 */
66 struct drm_gem_cma_object *exec_bo;
67
68 /**
69 * This tracks the per-shader-record state (packet 64) that
70 * determines the length of the shader record and the offset
71 * it's expected to be found at. It gets read in from the
72 * command lists.
73 */
74 struct vc4_shader_state {
75 uint32_t addr;
76 /* Maximum vertex index referenced by any primitive using this
77 * shader state.
78 */
79 uint32_t max_index;
80 } *shader_state;
81
82 /** How many shader states the user declared they were using. */
83 uint32_t shader_state_size;
84 /** How many shader state records the validator has seen. */
85 uint32_t shader_state_count;
86
87 bool found_tile_binning_mode_config_packet;
88 bool found_start_tile_binning_packet;
89 bool found_increment_semaphore_packet;
90 uint8_t bin_tiles_x, bin_tiles_y;
91 struct drm_gem_cma_object *tile_bo;
92 uint32_t tile_alloc_offset;
93
94 /**
95 * Computed addresses pointing into exec_bo where we start the
96 * bin thread (ct0) and render thread (ct1).
97 */
98 uint32_t ct0ca, ct0ea;
99 uint32_t ct1ca, ct1ea;
100
101 /* Pointers to the shader recs. These paddr gets incremented as CL
102 * packets are relocated in validate_gl_shader_state, and the vaddrs
103 * (u and v) get incremented and size decremented as the shader recs
104 * themselves are validated.
105 */
106 void *shader_rec_u;
107 void *shader_rec_v;
108 uint32_t shader_rec_p;
109 uint32_t shader_rec_size;
110
111 /* Pointers to the uniform data. These pointers are incremented, and
112 * size decremented, as each batch of uniforms is uploaded.
113 */
114 void *uniforms_u;
115 void *uniforms_v;
116 uint32_t uniforms_p;
117 uint32_t uniforms_size;
118 };
119
120 /**
121 * struct vc4_texture_sample_info - saves the offsets into the UBO for texture
122 * setup parameters.
123 *
124 * This will be used at draw time to relocate the reference to the texture
125 * contents in p0, and validate that the offset combined with
126 * width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO.
127 * Note that the hardware treats unprovided config parameters as 0, so not all
128 * of them need to be set up for every texure sample, and we'll store ~0 as
129 * the offset to mark the unused ones.
130 *
131 * See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit
132 * Setup") for definitions of the texture parameters.
133 */
134 struct vc4_texture_sample_info {
135 bool is_direct;
136 uint32_t p_offset[4];
137 };
138
139 /**
140 * struct vc4_validated_shader_info - information about validated shaders that
141 * needs to be used from command list validation.
142 *
143 * For a given shader, each time a shader state record references it, we need
144 * to verify that the shader doesn't read more uniforms than the shader state
145 * record's uniform BO pointer can provide, and we need to apply relocations
146 * and validate the shader state record's uniforms that define the texture
147 * samples.
148 */
149 struct vc4_validated_shader_info
150 {
151 uint32_t uniforms_size;
152 uint32_t uniforms_src_size;
153 uint32_t num_texture_samples;
154 struct vc4_texture_sample_info *texture_samples;
155 };
156
157 /* vc4_validate.c */
158 int
159 vc4_validate_bin_cl(struct drm_device *dev,
160 void *validated,
161 void *unvalidated,
162 struct vc4_exec_info *exec);
163
164 int
165 vc4_validate_shader_recs(struct drm_device *dev, struct vc4_exec_info *exec);
166
167 struct vc4_validated_shader_info *
168 vc4_validate_shader(struct drm_gem_cma_object *shader_obj);
169
170 bool vc4_use_bo(struct vc4_exec_info *exec,
171 uint32_t hindex,
172 enum vc4_bo_mode mode,
173 struct drm_gem_cma_object **obj);
174
175 int vc4_get_rcl(struct drm_device *dev, struct vc4_exec_info *exec);
176
177 bool vc4_check_tex_size(struct vc4_exec_info *exec,
178 struct drm_gem_cma_object *fbo,
179 uint32_t offset, uint8_t tiling_format,
180 uint32_t width, uint32_t height, uint8_t cpp);
181
182 #endif /* VC4_DRV_H */