vc4: Switch to using a separate ioctl for making shaders.
authorEric Anholt <eric@anholt.net>
Fri, 17 Jul 2015 17:01:48 +0000 (10:01 -0700)
committerEric Anholt <eric@anholt.net>
Sat, 18 Jul 2015 05:11:56 +0000 (22:11 -0700)
commitff7896a398f55baefd00e695c8f45f2ffa57bceb
treeb880c1e0dc89e1de8fbcb7dcda22d64165254a28
parente42cfe5d032e97e0444df39421a9f93f84452d68
vc4: Switch to using a separate ioctl for making shaders.

This gives the kernel a chance to validate and lock down the data,
without having to deal with mmap zapping.

With this, GLBenchmark stops on a texture relocations, because we'd
recycled a shader BO as another shader and failed to revalidate, since we
weren't clearing the cached validation state on mmap faults.
src/gallium/drivers/vc4/vc4_bufmgr.c
src/gallium/drivers/vc4/vc4_bufmgr.h
src/gallium/drivers/vc4/vc4_drm.h
src/gallium/drivers/vc4/vc4_program.c