#include "vc4_context.h"
#include "vc4_qpu_defines.h"
+struct vc4_exec_info;
+
#define DRM_INFO(...) fprintf(stderr, __VA_ARGS__)
#define DRM_ERROR(...) fprintf(stderr, __VA_ARGS__)
#define kmalloc(size, arg) malloc(size)
#define kfree(ptr) free(ptr)
#define krealloc(ptr, size, args) realloc(ptr, size)
#define roundup(x, y) align(x, y)
+#define round_up(x, y) align(x, y)
+#define max(x, y) MAX2(x, y)
+#define min(x, y) MIN2(x, y)
#define BUG_ON(condition) assert(!(condition))
+#define BIT(bit) (1u << bit)
+
+/* Unsigned long-based bitmap interface in the linux kernel */
+#define BITMAP_WORDBITS (sizeof(unsigned long) * 8)
+#define BITS_TO_LONGS(bits) (roundup(bits, BITMAP_WORDBITS) / \
+ sizeof(unsigned long))
+static inline bool
+test_bit(unsigned int bit, unsigned long *addr)
+{
+ return addr[bit / BITMAP_WORDBITS] & (1ul << (bit % BITMAP_WORDBITS));
+}
+
+static inline bool
+set_bit(unsigned int bit, unsigned long *addr)
+{
+ return addr[bit / BITMAP_WORDBITS] |= (1ul << (bit % BITMAP_WORDBITS));
+}
+
static inline int
copy_from_user(void *dst, void *src, size_t size)
typedef uint32_t u32;
struct drm_device {
- struct vc4_context *vc4;
- uint32_t simulator_mem_next;
+ struct vc4_screen *screen;
};
-struct drm_gem_cma_object {
- struct vc4_bo *bo;
+struct drm_gem_object {
+ size_t size;
+ struct drm_device *dev;
+};
- struct {
- uint32_t size;
- } base;
+struct drm_gem_cma_object {
+ struct drm_gem_object base;
uint32_t paddr;
void *vaddr;
};
-enum vc4_bo_mode {
- VC4_MODE_UNDECIDED,
- VC4_MODE_TILE_ALLOC,
- VC4_MODE_TSDA,
- VC4_MODE_RENDER,
- VC4_MODE_SHADER,
-};
-
-struct vc4_bo_exec_state {
- struct drm_gem_cma_object *bo;
- enum vc4_bo_mode mode;
+struct drm_vc4_bo {
+ struct drm_gem_cma_object base;
+ struct vc4_validated_shader_info *validated_shader;
+ struct list_head unref_head;
};
-struct exec_info {
- /* Kernel-space copy of the ioctl arguments */
- struct drm_vc4_submit_cl *args;
-
- /* This is the array of BOs that were looked up at the start of exec.
- * Command validation will use indices into this array.
- */
- struct vc4_bo_exec_state *bo;
- uint32_t bo_count;
-
- /* Current unvalidated indices into @bo loaded by the non-hardware
- * VC4_PACKET_GEM_HANDLES.
- */
- uint32_t bo_index[2];
- uint32_t max_width, max_height;
-
- /* This is the BO where we store the validated command lists, shader
- * records, and uniforms.
- */
- struct drm_gem_cma_object *exec_bo;
-
- /**
- * This tracks the per-shader-record state (packet 64) that
- * determines the length of the shader record and the offset
- * it's expected to be found at. It gets read in from the
- * command lists.
- */
- struct vc4_shader_state {
- uint8_t packet;
- uint32_t addr;
- } *shader_state;
-
- /** How many shader states the user declared they were using. */
- uint32_t shader_state_size;
- /** How many shader state records the validator has seen. */
- uint32_t shader_state_count;
-
- /**
- * Computed addresses pointing into exec_bo where we start the
- * bin thread (ct0) and render thread (ct1).
- */
- uint32_t ct0ca, ct0ea;
- uint32_t ct1ca, ct1ea;
-
- /* Pointers to the shader recs. These paddr gets incremented as CL
- * packets are relocated in validate_gl_shader_state, and the vaddrs
- * (u and v) get incremented and size decremented as the shader recs
- * themselves are validated.
- */
- void *shader_rec_u;
- void *shader_rec_v;
- uint32_t shader_rec_p;
- uint32_t shader_rec_size;
-
- /* Pointers to the uniform data. These pointers are incremented, and
- * size decremented, as each batch of uniforms is uploaded.
- */
- void *uniforms_u;
- void *uniforms_v;
- uint32_t uniforms_p;
- uint32_t uniforms_size;
-};
-
-/**
- * struct vc4_texture_sample_info - saves the offsets into the UBO for texture
- * setup parameters.
- *
- * This will be used at draw time to relocate the reference to the texture
- * contents in p0, and validate that the offset combined with
- * width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO.
- * Note that the hardware treats unprovided config parameters as 0, so not all
- * of them need to be set up for every texure sample, and we'll store ~0 as
- * the offset to mark the unused ones.
- *
- * See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit
- * Setup") for definitions of the texture parameters.
- */
-struct vc4_texture_sample_info {
- uint32_t p_offset[4];
-};
-
-/**
- * struct vc4_validated_shader_info - information about validated shaders that
- * needs to be used from command list validation.
- *
- * For a given shader, each time a shader state record references it, we need
- * to verify that the shader doesn't read more uniforms than the shader state
- * record's uniform BO pointer can provide, and we need to apply relocations
- * and validate the shader state record's uniforms that define the texture
- * samples.
- */
-struct vc4_validated_shader_info
+static inline struct drm_vc4_bo *to_vc4_bo(struct drm_gem_object *obj)
{
- uint32_t uniforms_size;
- uint32_t uniforms_src_size;
- uint32_t num_texture_samples;
- struct vc4_texture_sample_info *texture_samples;
-};
-
-int vc4_validate_cl(struct drm_device *dev,
- void *validated,
- void *unvalidated,
- uint32_t len,
- bool is_bin,
- struct exec_info *exec);
+ return (struct drm_vc4_bo *)obj;
+}
-int vc4_validate_shader_recs(struct drm_device *dev, struct exec_info *exec);
+struct drm_gem_cma_object *
+drm_gem_cma_create(struct drm_device *dev, size_t size);
-struct vc4_validated_shader_info *
-vc4_validate_shader(struct drm_gem_cma_object *shader_obj,
- uint32_t start_offset);
+int
+vc4_cl_validate(struct drm_device *dev, struct vc4_exec_info *exec);
#endif /* VC4_SIMULATOR_VALIDATE_H */