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24 #ifndef VC4_SIMULATOR_VALIDATE_H
25 #define VC4_SIMULATOR_VALIDATE_H
34 #include "vc4_context.h"
35 #include "vc4_qpu_defines.h"
37 #define DRM_INFO(...) fprintf(stderr, __VA_ARGS__)
38 #define DRM_ERROR(...) fprintf(stderr, __VA_ARGS__)
39 #define kmalloc(size, arg) malloc(size)
40 #define kcalloc(size, count, arg) calloc(size, count)
41 #define kfree(ptr) free(ptr)
42 #define krealloc(ptr, size, args) realloc(ptr, size)
43 #define roundup(x, y) align(x, y)
44 #define BUG_ON(condition) assert(!(condition))
47 copy_from_user(void *dst
, void *src
, size_t size
)
49 memcpy(dst
, src
, size
);
58 struct vc4_context
*vc4
;
59 uint32_t simulator_mem_next
;
62 struct drm_gem_cma_object
{
80 struct vc4_bo_exec_state
{
81 struct drm_gem_cma_object
*bo
;
82 enum vc4_bo_mode mode
;
86 /* Kernel-space copy of the ioctl arguments */
87 struct drm_vc4_submit_cl
*args
;
89 /* This is the array of BOs that were looked up at the start of exec.
90 * Command validation will use indices into this array.
92 struct vc4_bo_exec_state
*bo
;
95 /* Current unvalidated indices into @bo loaded by the non-hardware
96 * VC4_PACKET_GEM_HANDLES.
100 /* This is the BO where we store the validated command lists, shader
101 * records, and uniforms.
103 struct drm_gem_cma_object
*exec_bo
;
106 * This tracks the per-shader-record state (packet 64) that
107 * determines the length of the shader record and the offset
108 * it's expected to be found at. It gets read in from the
111 struct vc4_shader_state
{
116 /** How many shader states the user declared they were using. */
117 uint32_t shader_state_size
;
118 /** How many shader state records the validator has seen. */
119 uint32_t shader_state_count
;
121 bool found_tile_binning_mode_config_packet
;
122 bool found_tile_rendering_mode_config_packet
;
123 bool found_start_tile_binning_packet
;
124 uint8_t bin_tiles_x
, bin_tiles_y
;
125 uint32_t fb_width
, fb_height
;
126 uint32_t tile_alloc_init_block_size
;
127 struct drm_gem_cma_object
*tile_alloc_bo
;
130 * Computed addresses pointing into exec_bo where we start the
131 * bin thread (ct0) and render thread (ct1).
133 uint32_t ct0ca
, ct0ea
;
134 uint32_t ct1ca
, ct1ea
;
136 /* Pointers to the shader recs. These paddr gets incremented as CL
137 * packets are relocated in validate_gl_shader_state, and the vaddrs
138 * (u and v) get incremented and size decremented as the shader recs
139 * themselves are validated.
143 uint32_t shader_rec_p
;
144 uint32_t shader_rec_size
;
146 /* Pointers to the uniform data. These pointers are incremented, and
147 * size decremented, as each batch of uniforms is uploaded.
152 uint32_t uniforms_size
;
156 * struct vc4_texture_sample_info - saves the offsets into the UBO for texture
159 * This will be used at draw time to relocate the reference to the texture
160 * contents in p0, and validate that the offset combined with
161 * width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO.
162 * Note that the hardware treats unprovided config parameters as 0, so not all
163 * of them need to be set up for every texure sample, and we'll store ~0 as
164 * the offset to mark the unused ones.
166 * See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit
167 * Setup") for definitions of the texture parameters.
169 struct vc4_texture_sample_info
{
170 uint32_t p_offset
[4];
174 * struct vc4_validated_shader_info - information about validated shaders that
175 * needs to be used from command list validation.
177 * For a given shader, each time a shader state record references it, we need
178 * to verify that the shader doesn't read more uniforms than the shader state
179 * record's uniform BO pointer can provide, and we need to apply relocations
180 * and validate the shader state record's uniforms that define the texture
183 struct vc4_validated_shader_info
185 uint32_t uniforms_size
;
186 uint32_t uniforms_src_size
;
187 uint32_t num_texture_samples
;
188 struct vc4_texture_sample_info
*texture_samples
;
191 int vc4_validate_cl(struct drm_device
*dev
,
196 struct exec_info
*exec
);
198 int vc4_validate_shader_recs(struct drm_device
*dev
, struct exec_info
*exec
);
200 struct vc4_validated_shader_info
*
201 vc4_validate_shader(struct drm_gem_cma_object
*shader_obj
,
202 uint32_t start_offset
);
204 #endif /* VC4_SIMULATOR_VALIDATE_H */