}
struct v3d_cl_reloc
-v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
+v3d_write_uniforms(struct v3d_context *v3d, struct v3d_job *job,
+ struct v3d_compiled_shader *shader,
enum pipe_shader_type stage)
{
struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage];
struct v3d_texture_stateobj *texstate = &v3d->tex[stage];
struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
- struct v3d_job *job = v3d->job;
const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
- /* We always need to return some space for uniforms, because the HW
- * will be prefetching, even if we don't read any in the program.
+ /* The hardware always pre-fetches the next uniform (also when there
+ * aren't any), so we always allocate space for an extra slot. This
+ * fixes MMU exceptions reported since Linux kernel 5.4 when the
+ * uniforms fill up the tail bytes of a page in the indirect
+ * BO. In that scenario, when the hardware pre-fetches after reading
+ * the last uniform it will read beyond the end of the page and trigger
+ * the MMU exception.
*/
- v3d_cl_ensure_space(&job->indirect, MAX2(uinfo->count, 1) * 4, 4);
+ v3d_cl_ensure_space(&job->indirect, (uinfo->count + 1) * 4, 4);
struct v3d_cl_reloc uniform_stream = cl_get_address(&job->indirect);
v3d_bo_reference(uniform_stream.bo);
/* We could flag this on just the stage we're
* compiling for, but it's not passed in.
*/
- dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX;
+ dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX |
+ VC5_DIRTY_GEOMTEX | VC5_DIRTY_COMPTEX;
break;
case QUNIFORM_SSBO_OFFSET:
default:
assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
- dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX;
+ dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX |
+ VC5_DIRTY_GEOMTEX | VC5_DIRTY_COMPTEX;
break;
}
}