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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
{
73 /* Kernel-space copy of the ioctl arguments */
74 struct drm_vc4_submit_cl
*args
;
76 /* This is the array of BOs that were looked up at the start of exec.
77 * Command validation will use indices into this array.
79 struct drm_gem_cma_object
**bo
;
82 /* Current indices into @bo loaded by the non-hardware packet
83 * that passes in indices. This can be used even without
84 * checking that we've seen one of those packets, because
85 * @bo_count is always >= 1, and this struct is initialized to
89 uint32_t max_width
, max_height
;
91 /* This is the BO where we store the validated command lists, shader
92 * records, and uniforms.
94 struct drm_gem_cma_object
*exec_bo
;
97 * This tracks the per-shader-record state (packet 64) that
98 * determines the length of the shader record and the offset
99 * it's expected to be found at. It gets read in from the
102 struct vc4_shader_state
{
107 /** How many shader states the user declared they were using. */
108 uint32_t shader_state_size
;
109 /** How many shader state records the validator has seen. */
110 uint32_t shader_state_count
;
113 * Computed addresses pointing into exec_bo where we start the
114 * bin thread (ct0) and render thread (ct1).
116 uint32_t ct0ca
, ct0ea
;
117 uint32_t ct1ca
, ct1ea
;
119 /* Pointers to the shader recs. These paddr gets incremented as CL
120 * packets are relocated in validate_gl_shader_state, and the vaddrs
121 * (u and v) get incremented and size decremented as the shader recs
122 * themselves are validated.
126 uint32_t shader_rec_p
;
127 uint32_t shader_rec_size
;
129 /* Pointers to the uniform data. These pointers are incremented, and
130 * size decremented, as each batch of uniforms is uploaded.
135 uint32_t uniforms_size
;
139 * struct vc4_texture_sample_info - saves the offsets into the UBO for texture
142 * This will be used at draw time to relocate the reference to the texture
143 * contents in p0, and validate that the offset combined with
144 * width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO.
145 * Note that the hardware treats unprovided config parameters as 0, so not all
146 * of them need to be set up for every texure sample, and we'll store ~0 as
147 * the offset to mark the unused ones.
149 * See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit
150 * Setup") for definitions of the texture parameters.
152 struct vc4_texture_sample_info
{
153 uint32_t p_offset
[4];
157 * struct vc4_validated_shader_info - information about validated shaders that
158 * needs to be used from command list validation.
160 * For a given shader, each time a shader state record references it, we need
161 * to verify that the shader doesn't read more uniforms than the shader state
162 * record's uniform BO pointer can provide, and we need to apply relocations
163 * and validate the shader state record's uniforms that define the texture
166 struct vc4_validated_shader_info
168 uint32_t uniforms_size
;
169 uint32_t uniforms_src_size
;
170 uint32_t num_texture_samples
;
171 struct vc4_texture_sample_info
*texture_samples
;
174 int vc4_validate_cl(struct drm_device
*dev
,
179 struct exec_info
*exec
);
181 int vc4_validate_shader_recs(struct drm_device
*dev
, struct exec_info
*exec
);
183 struct vc4_validated_shader_info
*
184 vc4_validate_shader(struct drm_gem_cma_object
*shader_obj
,
185 uint32_t start_offset
);
187 #endif /* VC4_SIMULATOR_VALIDATE_H */