--- /dev/null
+/*
+ * Copyright © 2014-2017 Broadcom
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+/**
+ * @file v3d_simulator.c
+ *
+ * Implements VC5 simulation on top of a non-VC5 GEM fd.
+ *
+ * This file's goal is to emulate the VC5 ioctls' behavior in the kernel on
+ * top of the simpenrose software simulator. Generally, VC5 driver BOs have a
+ * GEM-side copy of their contents and a simulator-side memory area that the
+ * GEM contents get copied into during simulation. Once simulation is done,
+ * the simulator's data is copied back out to the GEM BOs, so that rendering
+ * appears on the screen as if actual hardware rendering had been done.
+ *
+ * One of the limitations of this code is that we shouldn't really need a
+ * GEM-side BO for non-window-system BOs. However, do we need unique BO
+ * handles for each of our GEM bos so that this file can look up its state
+ * from the handle passed in at submit ioctl time (also, a couple of places
+ * outside of this file still call ioctls directly on the fd).
+ *
+ * Another limitation is that BO import doesn't work unless the underlying
+ * window system's BO size matches what VC5 is going to use, which of course
+ * doesn't work out in practice. This means that for now, only DRI3 (VC5
+ * makes the winsys BOs) is supported, not DRI2 (window system makes the winys
+ * BOs).
+ */
+
+#ifdef USE_V3D_SIMULATOR
+
+#include <stdio.h>
+#include <sys/mman.h>
+#include "c11/threads.h"
+#include "util/hash_table.h"
+#include "util/ralloc.h"
+#include "util/set.h"
+#include "util/u_dynarray.h"
+#include "util/u_memory.h"
+#include "util/u_mm.h"
+#include "util/u_math.h"
+
+#include <xf86drm.h>
+#include "drm-uapi/i915_drm.h"
+#include "drm-uapi/v3d_drm.h"
+
+#include "v3d_simulator.h"
+#include "v3d_simulator_wrapper.h"
+
+/** Global (across GEM fds) state for the simulator */
+static struct v3d_simulator_state {
+ mtx_t mutex;
+ mtx_t submit_lock;
+
+ struct v3d_hw *v3d;
+ int ver;
+
+ /* Base virtual address of the heap. */
+ void *mem;
+ /* Base hardware address of the heap. */
+ uint32_t mem_base;
+ /* Size of the heap. */
+ size_t mem_size;
+
+ struct mem_block *heap;
+ struct mem_block *overflow;
+
+ /** Mapping from GEM fd to struct v3d_simulator_file * */
+ struct hash_table *fd_map;
+
+ struct util_dynarray bin_oom;
+ int refcount;
+} sim_state = {
+ .mutex = _MTX_INITIALIZER_NP,
+};
+
+/** Per-GEM-fd state for the simulator. */
+struct v3d_simulator_file {
+ int fd;
+
+ /** Mapping from GEM handle to struct v3d_simulator_bo * */
+ struct hash_table *bo_map;
+
+ struct mem_block *gmp;
+ void *gmp_vaddr;
+
+ /** Actual GEM fd is i915, so we should use their create ioctl. */
+ bool is_i915;
+};
+
+/** Wrapper for drm_v3d_bo tracking the simulator-specific state. */
+struct v3d_simulator_bo {
+ struct v3d_simulator_file *file;
+
+ /** Area for this BO within sim_state->mem */
+ struct mem_block *block;
+ uint32_t size;
+ uint64_t mmap_offset;
+ void *sim_vaddr;
+ void *gem_vaddr;
+
+ int handle;
+};
+
+static void *
+int_to_key(int key)
+{
+ return (void *)(uintptr_t)key;
+}
+
+static struct v3d_simulator_file *
+v3d_get_simulator_file_for_fd(int fd)
+{
+ struct hash_entry *entry = _mesa_hash_table_search(sim_state.fd_map,
+ int_to_key(fd + 1));
+ return entry ? entry->data : NULL;
+}
+
+/* A marker placed just after each BO, then checked after rendering to make
+ * sure it's still there.
+ */
+#define BO_SENTINEL 0xfedcba98
+
+/* 128kb */
+#define GMP_ALIGN2 17
+
+/**
+ * Sets the range of GPU virtual address space to have the given GMP
+ * permissions (bit 0 = read, bit 1 = write, write-only forbidden).
+ */
+static void
+set_gmp_flags(struct v3d_simulator_file *file,
+ uint32_t offset, uint32_t size, uint32_t flag)
+{
+ assert((offset & ((1 << GMP_ALIGN2) - 1)) == 0);
+ int gmp_offset = offset >> GMP_ALIGN2;
+ int gmp_count = align(size, 1 << GMP_ALIGN2) >> GMP_ALIGN2;
+ uint32_t *gmp = file->gmp_vaddr;
+
+ assert(flag <= 0x3);
+
+ for (int i = gmp_offset; i < gmp_offset + gmp_count; i++) {
+ int32_t bitshift = (i % 16) * 2;
+ gmp[i / 16] &= ~(0x3 << bitshift);
+ gmp[i / 16] |= flag << bitshift;
+ }
+}
+
+/**
+ * Allocates space in simulator memory and returns a tracking struct for it
+ * that also contains the drm_gem_cma_object struct.
+ */
+static struct v3d_simulator_bo *
+v3d_create_simulator_bo(int fd, unsigned size)
+{
+ struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
+ struct v3d_simulator_bo *sim_bo = rzalloc(file,
+ struct v3d_simulator_bo);
+ size = align(size, 4096);
+
+ sim_bo->file = file;
+
+ mtx_lock(&sim_state.mutex);
+ sim_bo->block = u_mmAllocMem(sim_state.heap, size + 4, GMP_ALIGN2, 0);
+ mtx_unlock(&sim_state.mutex);
+ assert(sim_bo->block);
+
+ set_gmp_flags(file, sim_bo->block->ofs, size, 0x3);
+
+ sim_bo->size = size;
+
+ /* Allocate space for the buffer in simulator memory. */
+ sim_bo->sim_vaddr = sim_state.mem + sim_bo->block->ofs - sim_state.mem_base;
+ memset(sim_bo->sim_vaddr, 0xd0, size);
+
+ *(uint32_t *)(sim_bo->sim_vaddr + sim_bo->size) = BO_SENTINEL;
+
+ return sim_bo;
+}
+
+static struct v3d_simulator_bo *
+v3d_create_simulator_bo_for_gem(int fd, int handle, unsigned size)
+{
+ struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
+ struct v3d_simulator_bo *sim_bo =
+ v3d_create_simulator_bo(fd, size);
+
+ sim_bo->handle = handle;
+
+ /* Map the GEM buffer for copy in/out to the simulator. i915 blocks
+ * dumb mmap on render nodes, so use their ioctl directly if we're on
+ * one.
+ */
+ int ret;
+ if (file->is_i915) {
+ struct drm_i915_gem_mmap_gtt map = {
+ .handle = handle,
+ };
+
+ /* We could potentially use non-gtt (cached) for LLC systems,
+ * but the copy-in/out won't be the limiting factor on
+ * simulation anyway.
+ */
+ ret = drmIoctl(fd, DRM_IOCTL_I915_GEM_MMAP_GTT, &map);
+ sim_bo->mmap_offset = map.offset;
+ } else {
+ struct drm_mode_map_dumb map = {
+ .handle = handle,
+ };
+
+ ret = drmIoctl(fd, DRM_IOCTL_MODE_MAP_DUMB, &map);
+ sim_bo->mmap_offset = map.offset;
+ }
+ if (ret) {
+ fprintf(stderr, "Failed to get MMAP offset: %d\n", ret);
+ abort();
+ }
+
+ sim_bo->gem_vaddr = mmap(NULL, sim_bo->size,
+ PROT_READ | PROT_WRITE, MAP_SHARED,
+ fd, sim_bo->mmap_offset);
+ if (sim_bo->gem_vaddr == MAP_FAILED) {
+ fprintf(stderr, "mmap of bo %d (offset 0x%016llx, size %d) failed\n",
+ handle, (long long)sim_bo->mmap_offset, sim_bo->size);
+ abort();
+ }
+
+ /* A handle of 0 is used for v3d_gem.c internal allocations that
+ * don't need to go in the lookup table.
+ */
+ if (handle != 0) {
+ mtx_lock(&sim_state.mutex);
+ _mesa_hash_table_insert(file->bo_map, int_to_key(handle),
+ sim_bo);
+ mtx_unlock(&sim_state.mutex);
+ }
+
+ return sim_bo;
+}
+
+static int bin_fd;
+
+uint32_t
+v3d_simulator_get_spill(uint32_t spill_size)
+{
+ struct v3d_simulator_bo *sim_bo =
+ v3d_create_simulator_bo(bin_fd, spill_size);
+
+ util_dynarray_append(&sim_state.bin_oom, struct v3d_simulator_bo *,
+ sim_bo);
+
+ return sim_bo->block->ofs;
+}
+
+static void
+v3d_free_simulator_bo(struct v3d_simulator_bo *sim_bo)
+{
+ struct v3d_simulator_file *sim_file = sim_bo->file;
+
+ set_gmp_flags(sim_file, sim_bo->block->ofs, sim_bo->size, 0x0);
+
+ if (sim_bo->gem_vaddr)
+ munmap(sim_bo->gem_vaddr, sim_bo->size);
+
+ mtx_lock(&sim_state.mutex);
+ u_mmFreeMem(sim_bo->block);
+ if (sim_bo->handle) {
+ _mesa_hash_table_remove_key(sim_file->bo_map,
+ int_to_key(sim_bo->handle));
+ }
+ mtx_unlock(&sim_state.mutex);
+ ralloc_free(sim_bo);
+}
+
+static struct v3d_simulator_bo *
+v3d_get_simulator_bo(struct v3d_simulator_file *file, int gem_handle)
+{
+ if (gem_handle == 0)
+ return NULL;
+
+ mtx_lock(&sim_state.mutex);
+ struct hash_entry *entry =
+ _mesa_hash_table_search(file->bo_map, int_to_key(gem_handle));
+ mtx_unlock(&sim_state.mutex);
+
+ return entry ? entry->data : NULL;
+}
+
+static void
+v3d_simulator_copy_in_handle(struct v3d_simulator_file *file, int handle)
+{
+ struct v3d_simulator_bo *sim_bo = v3d_get_simulator_bo(file, handle);
+
+ if (!sim_bo)
+ return;
+
+ memcpy(sim_bo->sim_vaddr, sim_bo->gem_vaddr, sim_bo->size);
+}
+
+static void
+v3d_simulator_copy_out_handle(struct v3d_simulator_file *file, int handle)
+{
+ struct v3d_simulator_bo *sim_bo = v3d_get_simulator_bo(file, handle);
+
+ if (!sim_bo)
+ return;
+
+ memcpy(sim_bo->gem_vaddr, sim_bo->sim_vaddr, sim_bo->size);
+
+ if (*(uint32_t *)(sim_bo->sim_vaddr +
+ sim_bo->size) != BO_SENTINEL) {
+ fprintf(stderr, "Buffer overflow in handle %d\n",
+ handle);
+ }
+}
+
+static int
+v3d_simulator_pin_bos(struct v3d_simulator_file *file,
+ struct drm_v3d_submit_cl *submit)
+{
+ uint32_t *bo_handles = (uint32_t *)(uintptr_t)submit->bo_handles;
+
+ for (int i = 0; i < submit->bo_handle_count; i++)
+ v3d_simulator_copy_in_handle(file, bo_handles[i]);
+
+ return 0;
+}
+
+static int
+v3d_simulator_unpin_bos(struct v3d_simulator_file *file,
+ struct drm_v3d_submit_cl *submit)
+{
+ uint32_t *bo_handles = (uint32_t *)(uintptr_t)submit->bo_handles;
+
+ for (int i = 0; i < submit->bo_handle_count; i++)
+ v3d_simulator_copy_out_handle(file, bo_handles[i]);
+
+ return 0;
+}
+
+static int
+v3d_simulator_submit_cl_ioctl(int fd, struct drm_v3d_submit_cl *submit)
+{
+ struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
+ int ret;
+
+ ret = v3d_simulator_pin_bos(file, submit);
+ if (ret)
+ return ret;
+
+ mtx_lock(&sim_state.submit_lock);
+ bin_fd = fd;
+ if (sim_state.ver >= 41)
+ v3d41_simulator_submit_cl_ioctl(sim_state.v3d, submit, file->gmp->ofs);
+ else
+ v3d33_simulator_submit_cl_ioctl(sim_state.v3d, submit, file->gmp->ofs);
+
+ util_dynarray_foreach(&sim_state.bin_oom, struct v3d_simulator_bo *,
+ sim_bo) {
+ v3d_free_simulator_bo(*sim_bo);
+ }
+ util_dynarray_clear(&sim_state.bin_oom);
+
+ mtx_unlock(&sim_state.submit_lock);
+
+ ret = v3d_simulator_unpin_bos(file, submit);
+ if (ret)
+ return ret;
+
+ return 0;
+}
+
+/**
+ * Do fixups after a BO has been opened from a handle.
+ *
+ * This could be done at DRM_IOCTL_GEM_OPEN/DRM_IOCTL_GEM_PRIME_FD_TO_HANDLE
+ * time, but we're still using drmPrimeFDToHandle() so we have this helper to
+ * be called afterward instead.
+ */
+void v3d_simulator_open_from_handle(int fd, int handle, uint32_t size)
+{
+ v3d_create_simulator_bo_for_gem(fd, handle, size);
+}
+
+/**
+ * Simulated ioctl(fd, DRM_VC5_CREATE_BO) implementation.
+ *
+ * Making a VC5 BO is just a matter of making a corresponding BO on the host.
+ */
+static int
+v3d_simulator_create_bo_ioctl(int fd, struct drm_v3d_create_bo *args)
+{
+ struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
+
+ /* i915 bans dumb create on render nodes, so we have to use their
+ * native ioctl in case we're on a render node.
+ */
+ int ret;
+ if (file->is_i915) {
+ struct drm_i915_gem_create create = {
+ .size = args->size,
+ };
+ ret = drmIoctl(fd, DRM_IOCTL_I915_GEM_CREATE, &create);
+
+ args->handle = create.handle;
+ } else {
+ struct drm_mode_create_dumb create = {
+ .width = 128,
+ .bpp = 8,
+ .height = (args->size + 127) / 128,
+ };
+
+ ret = drmIoctl(fd, DRM_IOCTL_MODE_CREATE_DUMB, &create);
+ assert(ret != 0 || create.size >= args->size);
+
+ args->handle = create.handle;
+ }
+
+ if (ret == 0) {
+ struct v3d_simulator_bo *sim_bo =
+ v3d_create_simulator_bo_for_gem(fd, args->handle,
+ args->size);
+
+ args->offset = sim_bo->block->ofs;
+ }
+
+ return ret;
+}
+
+/**
+ * Simulated ioctl(fd, DRM_VC5_MMAP_BO) implementation.
+ *
+ * We've already grabbed the mmap offset when we created the sim bo, so just
+ * return it.
+ */
+static int
+v3d_simulator_mmap_bo_ioctl(int fd, struct drm_v3d_mmap_bo *args)
+{
+ struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
+ struct v3d_simulator_bo *sim_bo = v3d_get_simulator_bo(file,
+ args->handle);
+
+ args->offset = sim_bo->mmap_offset;
+
+ return 0;
+}
+
+static int
+v3d_simulator_get_bo_offset_ioctl(int fd, struct drm_v3d_get_bo_offset *args)
+{
+ struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
+ struct v3d_simulator_bo *sim_bo = v3d_get_simulator_bo(file,
+ args->handle);
+
+ args->offset = sim_bo->block->ofs;
+
+ return 0;
+}
+
+static int
+v3d_simulator_gem_close_ioctl(int fd, struct drm_gem_close *args)
+{
+ /* Free the simulator's internal tracking. */
+ struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
+ struct v3d_simulator_bo *sim_bo = v3d_get_simulator_bo(file,
+ args->handle);
+
+ v3d_free_simulator_bo(sim_bo);
+
+ /* Pass the call on down. */
+ return drmIoctl(fd, DRM_IOCTL_GEM_CLOSE, args);
+}
+
+static int
+v3d_simulator_get_param_ioctl(int fd, struct drm_v3d_get_param *args)
+{
+ if (sim_state.ver >= 41)
+ return v3d41_simulator_get_param_ioctl(sim_state.v3d, args);
+ else
+ return v3d33_simulator_get_param_ioctl(sim_state.v3d, args);
+}
+
+static int
+v3d_simulator_submit_tfu_ioctl(int fd, struct drm_v3d_submit_tfu *args)
+{
+ struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
+ int ret;
+
+ v3d_simulator_copy_in_handle(file, args->bo_handles[0]);
+ v3d_simulator_copy_in_handle(file, args->bo_handles[1]);
+ v3d_simulator_copy_in_handle(file, args->bo_handles[2]);
+ v3d_simulator_copy_in_handle(file, args->bo_handles[3]);
+
+ if (sim_state.ver >= 41)
+ ret = v3d41_simulator_submit_tfu_ioctl(sim_state.v3d, args);
+ else
+ ret = v3d33_simulator_submit_tfu_ioctl(sim_state.v3d, args);
+
+ v3d_simulator_copy_out_handle(file, args->bo_handles[0]);
+
+ return ret;
+}
+
+static int
+v3d_simulator_submit_csd_ioctl(int fd, struct drm_v3d_submit_csd *args)
+{
+ struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd);
+ uint32_t *bo_handles = (uint32_t *)(uintptr_t)args->bo_handles;
+ int ret;
+
+ for (int i = 0; i < args->bo_handle_count; i++)
+ v3d_simulator_copy_in_handle(file, bo_handles[i]);
+
+ if (sim_state.ver >= 41)
+ ret = v3d41_simulator_submit_csd_ioctl(sim_state.v3d, args,
+ file->gmp->ofs);
+ else
+ ret = -1;
+
+ for (int i = 0; i < args->bo_handle_count; i++)
+ v3d_simulator_copy_out_handle(file, bo_handles[i]);
+
+ return ret;
+}
+
+int
+v3d_simulator_ioctl(int fd, unsigned long request, void *args)
+{
+ switch (request) {
+ case DRM_IOCTL_V3D_SUBMIT_CL:
+ return v3d_simulator_submit_cl_ioctl(fd, args);
+ case DRM_IOCTL_V3D_CREATE_BO:
+ return v3d_simulator_create_bo_ioctl(fd, args);
+ case DRM_IOCTL_V3D_MMAP_BO:
+ return v3d_simulator_mmap_bo_ioctl(fd, args);
+ case DRM_IOCTL_V3D_GET_BO_OFFSET:
+ return v3d_simulator_get_bo_offset_ioctl(fd, args);
+
+ case DRM_IOCTL_V3D_WAIT_BO:
+ /* We do all of the v3d rendering synchronously, so we just
+ * return immediately on the wait ioctls. This ignores any
+ * native rendering to the host BO, so it does mean we race on
+ * front buffer rendering.
+ */
+ return 0;
+
+ case DRM_IOCTL_V3D_GET_PARAM:
+ return v3d_simulator_get_param_ioctl(fd, args);
+
+ case DRM_IOCTL_GEM_CLOSE:
+ return v3d_simulator_gem_close_ioctl(fd, args);
+
+ case DRM_IOCTL_V3D_SUBMIT_TFU:
+ return v3d_simulator_submit_tfu_ioctl(fd, args);
+
+ case DRM_IOCTL_V3D_SUBMIT_CSD:
+ return v3d_simulator_submit_csd_ioctl(fd, args);
+
+ case DRM_IOCTL_GEM_OPEN:
+ case DRM_IOCTL_GEM_FLINK:
+ return drmIoctl(fd, request, args);
+ default:
+ fprintf(stderr, "Unknown ioctl 0x%08x\n", (int)request);
+ abort();
+ }
+}
+
+static void
+v3d_simulator_init_global()
+{
+ mtx_lock(&sim_state.mutex);
+ if (sim_state.refcount++) {
+ mtx_unlock(&sim_state.mutex);
+ return;
+ }
+
+ sim_state.v3d = v3d_hw_auto_new(NULL);
+ v3d_hw_alloc_mem(sim_state.v3d, 1024 * 1024 * 1024);
+ sim_state.mem_base =
+ v3d_hw_get_mem(sim_state.v3d, &sim_state.mem_size,
+ &sim_state.mem);
+
+ /* Allocate from anywhere from 4096 up. We don't allocate at 0,
+ * because for OQs and some other addresses in the HW, 0 means
+ * disabled.
+ */
+ sim_state.heap = u_mmInit(4096, sim_state.mem_size - 4096);
+
+ /* Make a block of 0xd0 at address 0 to make sure we don't screw up
+ * and land there.
+ */
+ struct mem_block *b = u_mmAllocMem(sim_state.heap, 4096, GMP_ALIGN2, 0);
+ memset(sim_state.mem + b->ofs - sim_state.mem_base, 0xd0, 4096);
+
+ sim_state.ver = v3d_hw_get_version(sim_state.v3d);
+
+ mtx_unlock(&sim_state.mutex);
+
+ sim_state.fd_map =
+ _mesa_hash_table_create(NULL,
+ _mesa_hash_pointer,
+ _mesa_key_pointer_equal);
+
+ util_dynarray_init(&sim_state.bin_oom, NULL);
+
+ if (sim_state.ver >= 41)
+ v3d41_simulator_init_regs(sim_state.v3d);
+ else
+ v3d33_simulator_init_regs(sim_state.v3d);
+}
+
+struct v3d_simulator_file *
+v3d_simulator_init(int fd)
+{
+ v3d_simulator_init_global();
+
+ struct v3d_simulator_file *sim_file = rzalloc(NULL, struct v3d_simulator_file);
+
+ drmVersionPtr version = drmGetVersion(fd);
+ if (version && strncmp(version->name, "i915", version->name_len) == 0)
+ sim_file->is_i915 = true;
+ drmFreeVersion(version);
+
+ sim_file->bo_map =
+ _mesa_hash_table_create(sim_file,
+ _mesa_hash_pointer,
+ _mesa_key_pointer_equal);
+
+ mtx_lock(&sim_state.mutex);
+ _mesa_hash_table_insert(sim_state.fd_map, int_to_key(fd + 1),
+ sim_file);
+ mtx_unlock(&sim_state.mutex);
+
+ sim_file->gmp = u_mmAllocMem(sim_state.heap, 8096, GMP_ALIGN2, 0);
+ sim_file->gmp_vaddr = (sim_state.mem + sim_file->gmp->ofs -
+ sim_state.mem_base);
+ memset(sim_file->gmp_vaddr, 0, 8096);
+
+ return sim_file;
+}
+
+void
+v3d_simulator_destroy(struct v3d_simulator_file *sim_file)
+{
+ mtx_lock(&sim_state.mutex);
+ if (!--sim_state.refcount) {
+ _mesa_hash_table_destroy(sim_state.fd_map, NULL);
+ util_dynarray_fini(&sim_state.bin_oom);
+ u_mmDestroy(sim_state.heap);
+ /* No memsetting the struct, because it contains the mutex. */
+ sim_state.mem = NULL;
+ }
+ mtx_unlock(&sim_state.mutex);
+ ralloc_free(sim_file);
+}
+
+#endif /* USE_V3D_SIMULATOR */