2 * Copyright © 2014 Broadcom
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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:
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
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
27 #include "vc4_simulator_validate.h"
35 struct vc4_bo_exec_state
{
36 struct drm_gem_cma_object
*bo
;
37 enum vc4_bo_mode mode
;
40 struct vc4_exec_info
{
41 /* Sequence number for this bin/render job. */
44 /* Kernel-space copy of the ioctl arguments */
45 struct drm_vc4_submit_cl
*args
;
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.
50 struct vc4_bo_exec_state
*bo
;
53 /* List of other BOs used in the job that need to be released
54 * once the job is complete.
56 struct list_head unref_list
;
58 /* Current unvalidated indices into @bo loaded by the non-hardware
59 * VC4_PACKET_GEM_HANDLES.
63 /* This is the BO where we store the validated command lists, shader
64 * records, and uniforms.
66 struct drm_gem_cma_object
*exec_bo
;
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
74 struct vc4_shader_state
{
77 /* Maximum vertex index referenced by any primitive using this
83 /** How many shader states the user declared they were using. */
84 uint32_t shader_state_size
;
85 /** How many shader state records the validator has seen. */
86 uint32_t shader_state_count
;
88 bool found_tile_binning_mode_config_packet
;
89 bool found_start_tile_binning_packet
;
90 bool found_increment_semaphore_packet
;
91 uint8_t bin_tiles_x
, bin_tiles_y
;
92 struct drm_gem_cma_object
*tile_bo
;
93 uint32_t tile_alloc_offset
;
96 * Computed addresses pointing into exec_bo where we start the
97 * bin thread (ct0) and render thread (ct1).
99 uint32_t ct0ca
, ct0ea
;
100 uint32_t ct1ca
, ct1ea
;
102 /* Pointers to the shader recs. These paddr gets incremented as CL
103 * packets are relocated in validate_gl_shader_state, and the vaddrs
104 * (u and v) get incremented and size decremented as the shader recs
105 * themselves are validated.
109 uint32_t shader_rec_p
;
110 uint32_t shader_rec_size
;
112 /* Pointers to the uniform data. These pointers are incremented, and
113 * size decremented, as each batch of uniforms is uploaded.
118 uint32_t uniforms_size
;
122 * struct vc4_texture_sample_info - saves the offsets into the UBO for texture
125 * This will be used at draw time to relocate the reference to the texture
126 * contents in p0, and validate that the offset combined with
127 * width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO.
128 * Note that the hardware treats unprovided config parameters as 0, so not all
129 * of them need to be set up for every texure sample, and we'll store ~0 as
130 * the offset to mark the unused ones.
132 * See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit
133 * Setup") for definitions of the texture parameters.
135 struct vc4_texture_sample_info
{
137 uint32_t p_offset
[4];
141 * struct vc4_validated_shader_info - information about validated shaders that
142 * needs to be used from command list validation.
144 * For a given shader, each time a shader state record references it, we need
145 * to verify that the shader doesn't read more uniforms than the shader state
146 * record's uniform BO pointer can provide, and we need to apply relocations
147 * and validate the shader state record's uniforms that define the texture
150 struct vc4_validated_shader_info
152 uint32_t uniforms_size
;
153 uint32_t uniforms_src_size
;
154 uint32_t num_texture_samples
;
155 struct vc4_texture_sample_info
*texture_samples
;
160 vc4_validate_bin_cl(struct drm_device
*dev
,
163 struct vc4_exec_info
*exec
);
166 vc4_validate_shader_recs(struct drm_device
*dev
, struct vc4_exec_info
*exec
);
168 struct vc4_validated_shader_info
*
169 vc4_validate_shader(struct drm_gem_cma_object
*shader_obj
);
171 bool vc4_use_bo(struct vc4_exec_info
*exec
,
173 enum vc4_bo_mode mode
,
174 struct drm_gem_cma_object
**obj
);
176 int vc4_get_rcl(struct drm_device
*dev
, struct vc4_exec_info
*exec
);
178 bool vc4_check_tex_size(struct vc4_exec_info
*exec
,
179 struct drm_gem_cma_object
*fbo
,
180 uint32_t offset
, uint8_t tiling_format
,
181 uint32_t width
, uint32_t height
, uint8_t cpp
);
183 #endif /* VC4_DRV_H */