struct drm_gem_cma_object *bo[shader_reloc_count + 8];
uint32_t nr_attributes, nr_relocs, packet_size;
int i;
- struct vc4_validated_shader_info *validated_shader = NULL;
nr_attributes = state->addr & 0x7;
if (nr_attributes == 0)
}
for (i = 0; i < shader_reloc_count; i++) {
+ struct vc4_validated_shader_info *validated_shader;
uint32_t o = shader_reloc_offsets[i];
uint32_t src_offset = *(uint32_t *)(pkt_u + o);
uint32_t *texture_handles_u;
if (src_offset != 0) {
DRM_ERROR("Shaders must be at offset 0 of "
"the BO.\n");
- goto fail;
+ return -EINVAL;
}
- kfree(validated_shader);
- validated_shader = vc4_validate_shader(bo[i]);
+ validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader;
if (!validated_shader)
- goto fail;
+ return -EINVAL;
if (validated_shader->uniforms_src_size >
exec->uniforms_size) {
DRM_ERROR("Uniforms src buffer overflow\n");
- goto fail;
+ return -EINVAL;
}
texture_handles_u = exec->uniforms_u;
uniform_data_u,
&validated_shader->texture_samples[tex],
texture_handles_u[tex])) {
- goto fail;
+ return -EINVAL;
}
}
*(uint32_t *)(pkt_v + o) = vbo->paddr + offset;
}
- kfree(validated_shader);
-
return 0;
-
-fail:
- kfree(validated_shader);
- return -EINVAL;
}
int
struct vc4_bo *bo = bos[i];
struct drm_gem_cma_object *obj = vc4_wrap_bo_with_cma(dev, bo);
+ struct drm_vc4_bo *drm_bo = to_vc4_bo(&obj->base);
#if 0
fprintf(stderr, "bo hindex %d: %s\n", i, bo->name);
#endif
memcpy(obj->vaddr, bo->map, bo->size);
exec->bo[i].bo = obj;
+
+ /* The kernel does this validation at shader create ioctl
+ * time.
+ */
+ if (strcmp(bo->name, "code") == 0) {
+ drm_bo->validated_shader = vc4_validate_shader(obj);
+ if (!drm_bo->validated_shader)
+ abort();
+ }
}
return 0;
}