/*
- * Copyright © 2014 Broadcom
+ * Copyright © 2014-2015 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
}
struct vc4_bo *
-vc4_bo_alloc_mem(struct vc4_screen *screen, const void *data, uint32_t size,
- const char *name)
+vc4_bo_alloc_shader(struct vc4_screen *screen, const void *data, uint32_t size)
{
- void *map;
struct vc4_bo *bo;
+ int ret;
+
+ bo = CALLOC_STRUCT(vc4_bo);
+ if (!bo)
+ return NULL;
+
+ pipe_reference_init(&bo->reference, 1);
+ bo->screen = screen;
+ bo->size = align(size, 4096);
+ bo->name = "code";
+ bo->private = false; /* Make sure it doesn't go back to the cache. */
+
+ if (!using_vc4_simulator) {
+ struct drm_vc4_create_shader_bo create = {
+ .size = size,
+ .data = (uintptr_t)data,
+ };
+
+ ret = drmIoctl(screen->fd, DRM_IOCTL_VC4_CREATE_SHADER_BO,
+ &create);
+ bo->handle = create.handle;
+ } else {
+ struct drm_mode_create_dumb create;
+ memset(&create, 0, sizeof(create));
+
+ create.width = 128;
+ create.bpp = 8;
+ create.height = (size + 127) / 128;
+
+ ret = drmIoctl(screen->fd, DRM_IOCTL_MODE_CREATE_DUMB, &create);
+ bo->handle = create.handle;
+ assert(create.size >= size);
+
+ vc4_bo_map(bo);
+ memcpy(bo->map, data, size);
+ }
+ if (ret != 0) {
+ fprintf(stderr, "create shader ioctl failure\n");
+ abort();
+ }
+
+ screen->bo_count++;
+ screen->bo_size += bo->size;
+ if (dump_stats) {
+ fprintf(stderr, "Allocated shader %dkb:\n", size / 1024);
+ vc4_bo_dump_stats(screen);
+ }
- bo = vc4_bo_alloc(screen, size, name);
- map = vc4_bo_map(bo);
- memcpy(map, data, size);
return bo;
}
struct vc4_bo *vc4_bo_alloc(struct vc4_screen *screen, uint32_t size,
const char *name);
-struct vc4_bo *vc4_bo_alloc_mem(struct vc4_screen *screen, const void *data,
- uint32_t size, const char *name);
+struct vc4_bo *vc4_bo_alloc_shader(struct vc4_screen *screen, const void *data,
+ uint32_t size);
void vc4_bo_last_unreference(struct vc4_bo *bo);
void vc4_bo_last_unreference_locked_timed(struct vc4_bo *bo, time_t time);
struct vc4_bo *vc4_bo_open_name(struct vc4_screen *screen, uint32_t name,
#define DRM_VC4_WAIT_BO 0x02
#define DRM_VC4_CREATE_BO 0x03
#define DRM_VC4_MMAP_BO 0x04
+#define DRM_VC4_CREATE_SHADER_BO 0x05
#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
#define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
#define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
+#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
struct drm_vc4_submit_rcl_surface {
uint32_t hindex; /* Handle index, or ~0 if not present. */
uint32_t pad;
};
+/**
+ * struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
+ * shader BOs.
+ *
+ * Since allowing a shader to be overwritten while it's also being
+ * executed from would allow privlege escalation, shaders must be
+ * created using this ioctl, and they can't be mmapped later.
+ */
+struct drm_vc4_create_shader_bo {
+ /* Size of the data argument. */
+ uint32_t size;
+ /* Flags, currently must be 0. */
+ uint32_t flags;
+
+ /* Pointer to the data. */
+ uint64_t data;
+
+ /** Returned GEM handle for the BO. */
+ uint32_t handle;
+ /* Pad, must be 0. */
+ uint32_t pad;
+};
+
/**
* struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
*
}
copy_uniform_state_to_shader(shader, c);
- shader->bo = vc4_bo_alloc_mem(vc4->screen, c->qpu_insts,
- c->qpu_inst_count * sizeof(uint64_t),
- "code");
+ shader->bo = vc4_bo_alloc_shader(vc4->screen, c->qpu_insts,
+ c->qpu_inst_count * sizeof(uint64_t));
/* Copy the compiler UBO range state to the compiled shader, dropping
* out arrays that were never referenced by an indirect load.