vc4: Fix validation of full res tile offset if used for non-MSAA.
[mesa.git] / src / gallium / drivers / vc4 / kernel / vc4_gem.c
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 #ifdef USE_VC4_SIMULATOR
25
26 #include "vc4_drv.h"
27
28 /*
29 * Copies in the user's binning command list and generates the validated bin
30 * CL, along with associated data (shader records, uniforms).
31 */
32 static int
33 vc4_get_bcl(struct drm_device *dev, struct vc4_exec_info *exec)
34 {
35 struct drm_vc4_submit_cl *args = exec->args;
36 void *temp = NULL;
37 void *bin;
38 int ret = 0;
39 uint32_t bin_offset = 0;
40 uint32_t shader_rec_offset = roundup(bin_offset + args->bin_cl_size,
41 16);
42 uint32_t uniforms_offset = shader_rec_offset + args->shader_rec_size;
43 uint32_t exec_size = uniforms_offset + args->uniforms_size;
44 uint32_t temp_size = exec_size + (sizeof(struct vc4_shader_state) *
45 args->shader_rec_count);
46
47 if (uniforms_offset < shader_rec_offset ||
48 exec_size < uniforms_offset ||
49 args->shader_rec_count >= (UINT_MAX /
50 sizeof(struct vc4_shader_state)) ||
51 temp_size < exec_size) {
52 DRM_ERROR("overflow in exec arguments\n");
53 goto fail;
54 }
55
56 /* Allocate space where we'll store the copied in user command lists
57 * and shader records.
58 *
59 * We don't just copy directly into the BOs because we need to
60 * read the contents back for validation, and I think the
61 * bo->vaddr is uncached access.
62 */
63 temp = kmalloc(temp_size, GFP_KERNEL);
64 if (!temp) {
65 DRM_ERROR("Failed to allocate storage for copying "
66 "in bin/render CLs.\n");
67 ret = -ENOMEM;
68 goto fail;
69 }
70 bin = temp + bin_offset;
71 exec->shader_rec_u = temp + shader_rec_offset;
72 exec->uniforms_u = temp + uniforms_offset;
73 exec->shader_state = temp + exec_size;
74 exec->shader_state_size = args->shader_rec_count;
75
76 ret = copy_from_user(bin,
77 (void __user *)(uintptr_t)args->bin_cl,
78 args->bin_cl_size);
79 if (ret) {
80 DRM_ERROR("Failed to copy in bin cl\n");
81 goto fail;
82 }
83
84 ret = copy_from_user(exec->shader_rec_u,
85 (void __user *)(uintptr_t)args->shader_rec,
86 args->shader_rec_size);
87 if (ret) {
88 DRM_ERROR("Failed to copy in shader recs\n");
89 goto fail;
90 }
91
92 ret = copy_from_user(exec->uniforms_u,
93 (void __user *)(uintptr_t)args->uniforms,
94 args->uniforms_size);
95 if (ret) {
96 DRM_ERROR("Failed to copy in uniforms cl\n");
97 goto fail;
98 }
99
100 exec->exec_bo = drm_gem_cma_create(dev, exec_size);
101 #if 0
102 if (IS_ERR(exec->exec_bo)) {
103 DRM_ERROR("Couldn't allocate BO for exec\n");
104 ret = PTR_ERR(exec->exec_bo);
105 exec->exec_bo = NULL;
106 goto fail;
107 }
108 #endif
109
110 list_addtail(&to_vc4_bo(&exec->exec_bo->base)->unref_head,
111 &exec->unref_list);
112
113 exec->ct0ca = exec->exec_bo->paddr + bin_offset;
114
115 exec->bin_u = bin;
116
117 exec->shader_rec_v = exec->exec_bo->vaddr + shader_rec_offset;
118 exec->shader_rec_p = exec->exec_bo->paddr + shader_rec_offset;
119 exec->shader_rec_size = args->shader_rec_size;
120
121 exec->uniforms_v = exec->exec_bo->vaddr + uniforms_offset;
122 exec->uniforms_p = exec->exec_bo->paddr + uniforms_offset;
123 exec->uniforms_size = args->uniforms_size;
124
125 ret = vc4_validate_bin_cl(dev,
126 exec->exec_bo->vaddr + bin_offset,
127 bin,
128 exec);
129 if (ret)
130 goto fail;
131
132 ret = vc4_validate_shader_recs(dev, exec);
133
134 fail:
135 kfree(temp);
136 return ret;
137 }
138
139 int
140 vc4_cl_validate(struct drm_device *dev, struct vc4_exec_info *exec)
141 {
142 struct drm_vc4_submit_cl *args = exec->args;
143 int ret = 0;
144
145 if (args->color_write.bits & VC4_RENDER_CONFIG_MS_MODE_4X) {
146 exec->tile_width = 32;
147 exec->tile_height = 32;
148 } else {
149 exec->tile_width = 64;
150 exec->tile_height = 64;
151 }
152
153 if (exec->args->bin_cl_size != 0) {
154 ret = vc4_get_bcl(dev, exec);
155 if (ret)
156 goto fail;
157 } else {
158 exec->ct0ca = exec->ct0ea = 0;
159 }
160
161 ret = vc4_get_rcl(dev, exec);
162 if (ret)
163 goto fail;
164
165 fail:
166 return ret;
167 }
168
169 #endif /* USE_VC4_SIMULATOR */