X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fdrivers%2Fvc4%2Fvc4_simulator_validate.h;h=d507b5fb63231a59ebc628b0ecf6158862e13780;hb=d48a2404a227193b0e17b94ce10481f36d99430c;hp=42701244b132b4e4245378629ab1ce5d2ae52ccc;hpb=9f24e4e6ed1d5b6a6ea3358c51fe4fccfc860174;p=mesa.git diff --git a/src/gallium/drivers/vc4/vc4_simulator_validate.h b/src/gallium/drivers/vc4/vc4_simulator_validate.h index 42701244b13..d507b5fb632 100644 --- a/src/gallium/drivers/vc4/vc4_simulator_validate.h +++ b/src/gallium/drivers/vc4/vc4_simulator_validate.h @@ -34,6 +34,8 @@ #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) @@ -41,7 +43,28 @@ #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) @@ -55,150 +78,36 @@ typedef uint16_t u16; 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 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]; - - /* 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; - - bool found_tile_binning_mode_config_packet; - bool found_tile_rendering_mode_config_packet; - bool found_start_tile_binning_packet; - uint8_t bin_tiles_x, bin_tiles_y; - uint32_t fb_width, fb_height; - uint32_t tile_alloc_init_block_size; - struct drm_gem_cma_object *tile_alloc_bo; - - /** - * 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 drm_vc4_bo { + struct drm_gem_cma_object base; + struct vc4_bo *bo; + struct vc4_validated_shader_info *validated_shader; + struct list_head unref_head; }; -/** - * 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 */