Module: Mesa
Branch: master
Commit: 0b96a086cbb4bcf0a5aab1fee6d77c1e40295297
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=0b96a086cbb4bcf0a5aab1fee6d77c1e40295297

Author: Eric Anholt <e...@anholt.net>
Date:   Tue Sep 30 16:25:48 2014 -0700

vc4: Move the mirrored kernel code to a kernel/ directory.

Now this whole setup matches the kernel's file layout much more closely.

---

 configure.ac                                       |    1 +
 src/gallium/drivers/vc4/Makefile.am                |    4 +-
 src/gallium/drivers/vc4/Makefile.sources           |    5 +-
 src/gallium/drivers/vc4/kernel/Makefile.am         |   40 +++++
 src/gallium/drivers/vc4/kernel/Makefile.sources    |    5 +
 src/gallium/drivers/vc4/kernel/README              |    6 +
 src/gallium/drivers/vc4/kernel/vc4_drv.h           |  168 ++++++++++++++++++++
 src/gallium/drivers/vc4/kernel/vc4_gem.c           |  147 +++++++++++++++++
 .../vc4_validate.c}                                |    2 +-
 .../vc4_validate_shaders.c}                        |    2 +-
 src/gallium/drivers/vc4/vc4_simulator.c            |  122 +-------------
 src/gallium/drivers/vc4/vc4_simulator_validate.h   |  139 +---------------
 12 files changed, 383 insertions(+), 258 deletions(-)

diff --git a/configure.ac b/configure.ac
index 2a5c143..680dff4 100644
--- a/configure.ac
+++ b/configure.ac
@@ -2163,6 +2163,7 @@ AC_CONFIG_FILES([Makefile
                src/gallium/drivers/svga/Makefile
                src/gallium/drivers/trace/Makefile
                src/gallium/drivers/vc4/Makefile
+               src/gallium/drivers/vc4/kernel/Makefile
                src/gallium/state_trackers/clover/Makefile
                src/gallium/state_trackers/dri/Makefile
                src/gallium/state_trackers/egl/Makefile
diff --git a/src/gallium/drivers/vc4/Makefile.am 
b/src/gallium/drivers/vc4/Makefile.am
index 7744631..3fc591f 100644
--- a/src/gallium/drivers/vc4/Makefile.am
+++ b/src/gallium/drivers/vc4/Makefile.am
@@ -19,6 +19,8 @@
 # FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 # IN THE SOFTWARE.
 
+SUBDIRS = kernel
+
 include Makefile.sources
 include $(top_srcdir)/src/gallium/Automake.inc
 
@@ -37,5 +39,5 @@ AM_CFLAGS = \
 noinst_LTLIBRARIES = libvc4.la
 
 libvc4_la_SOURCES = $(C_SOURCES)
-libvc4_la_LIBADD = $(SIM_LIB)
+libvc4_la_LIBADD = $(SIM_LIB) kernel/libvc4_kernel.la
 libvc4_la_LDFLAGS = $(SIM_LDFLAGS)
diff --git a/src/gallium/drivers/vc4/Makefile.sources 
b/src/gallium/drivers/vc4/Makefile.sources
index a41237a..1befb9f 100644
--- a/src/gallium/drivers/vc4/Makefile.sources
+++ b/src/gallium/drivers/vc4/Makefile.sources
@@ -32,10 +32,11 @@ C_SOURCES := \
        vc4_screen.c \
        vc4_screen.h \
        vc4_simulator.c \
-       vc4_simulator_validate.c \
        vc4_simulator_validate.h \
-       vc4_simulator_validate_shaders.c \
        vc4_state.c \
        vc4_tiling.c \
        vc4_tiling.h \
+       kernel/vc4_gem.c \
+       kernel/vc4_validate.c \
+       kernel/vc4_validate_shaders.c \
        $()
diff --git a/src/gallium/drivers/vc4/kernel/Makefile.am 
b/src/gallium/drivers/vc4/kernel/Makefile.am
new file mode 100644
index 0000000..1ae5f1c
--- /dev/null
+++ b/src/gallium/drivers/vc4/kernel/Makefile.am
@@ -0,0 +1,40 @@
+# Copyright © 2014 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.
+
+include Makefile.sources
+include $(top_srcdir)/src/gallium/Automake.inc
+
+if USE_VC4_SIMULATOR
+SIM_CFLAGS = -DUSE_VC4_SIMULATOR=1
+endif
+
+AM_CFLAGS = \
+       $(LIBDRM_CFLAGS) \
+       $(GALLIUM_DRIVER_CFLAGS) \
+       $(SIM_CFLAGS) \
+       -I$(top_srcdir)/src/mesa/ \
+       -I$(srcdir)/../ \
+       $()
+
+noinst_LTLIBRARIES = libvc4_kernel.la
+
+libvc4_kernel_la_SOURCES = $(C_SOURCES)
+libvc4_kernel_la_LDFLAGS = $(SIM_LDFLAGS)
diff --git a/src/gallium/drivers/vc4/kernel/Makefile.sources 
b/src/gallium/drivers/vc4/kernel/Makefile.sources
new file mode 100644
index 0000000..d1d70dd
--- /dev/null
+++ b/src/gallium/drivers/vc4/kernel/Makefile.sources
@@ -0,0 +1,5 @@
+C_SOURCES := \
+       vc4_gem.c \
+       vc4_validate.c \
+       vc4_validate_shaders.c \
+       $()
diff --git a/src/gallium/drivers/vc4/kernel/README 
b/src/gallium/drivers/vc4/kernel/README
new file mode 100644
index 0000000..89e4442
--- /dev/null
+++ b/src/gallium/drivers/vc4/kernel/README
@@ -0,0 +1,6 @@
+This is a mirror of the kernel validation code into the userspace GL library.
+It is only built when USE_VC4_SIMULATOR is defined, for compiling the driver
+on an x86 system with the simpenrose simulator.  It allows testing of changes
+across the kernel and userspace with exposure to most of the software stack,
+on a higher-performance and more-debuggable environment than the native
+hardware.
diff --git a/src/gallium/drivers/vc4/kernel/vc4_drv.h 
b/src/gallium/drivers/vc4/kernel/vc4_drv.h
new file mode 100644
index 0000000..45d9c40
--- /dev/null
+++ b/src/gallium/drivers/vc4/kernel/vc4_drv.h
@@ -0,0 +1,168 @@
+/*
+ * Copyright © 2014 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.
+ */
+
+#ifndef VC4_DRV_H
+#define VC4_DRV_H
+
+#include "vc4_simulator_validate.h"
+
+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;
+               /* Maximum vertex index referenced by any primitive using this
+                * shader state.
+                */
+               uint32_t max_index;
+       } *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 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
+{
+       uint32_t uniforms_size;
+       uint32_t uniforms_src_size;
+       uint32_t num_texture_samples;
+       struct vc4_texture_sample_info *texture_samples;
+};
+
+/* vc4_validate.c */
+int
+vc4_validate_cl(struct drm_device *dev,
+                void *validated,
+                void *unvalidated,
+                uint32_t len,
+                bool is_bin,
+                struct exec_info *exec);
+
+int
+vc4_validate_shader_recs(struct drm_device *dev, struct exec_info *exec);
+
+struct vc4_validated_shader_info *
+vc4_validate_shader(struct drm_gem_cma_object *shader_obj,
+                    uint32_t start_offset);
+
+#endif /* VC4_DRV_H */
diff --git a/src/gallium/drivers/vc4/kernel/vc4_gem.c 
b/src/gallium/drivers/vc4/kernel/vc4_gem.c
new file mode 100644
index 0000000..1ea17aa
--- /dev/null
+++ b/src/gallium/drivers/vc4/kernel/vc4_gem.c
@@ -0,0 +1,147 @@
+/*
+ * Copyright © 2014 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.
+ */
+
+#ifdef USE_VC4_SIMULATOR
+
+#include "vc4_drv.h"
+
+int
+vc4_cl_validate(struct drm_device *dev, struct exec_info *exec)
+{
+       struct drm_vc4_submit_cl *args = exec->args;
+       void *temp = NULL;
+       void *bin, *render;
+       int ret = 0;
+       uint32_t bin_offset = 0;
+       uint32_t render_offset = bin_offset + args->bin_cl_size;
+       uint32_t shader_rec_offset = roundup(render_offset +
+                                            args->render_cl_size, 16);
+       uint32_t uniforms_offset = shader_rec_offset + args->shader_rec_size;
+       uint32_t exec_size = uniforms_offset + args->uniforms_size;
+       uint32_t temp_size = exec_size + (sizeof(struct vc4_shader_state) *
+                                         args->shader_rec_count);
+
+       if (shader_rec_offset < render_offset ||
+           uniforms_offset < shader_rec_offset ||
+           exec_size < uniforms_offset ||
+           args->shader_rec_count >= (UINT_MAX /
+                                         sizeof(struct vc4_shader_state)) ||
+           temp_size < exec_size) {
+               DRM_ERROR("overflow in exec arguments\n");
+               goto fail;
+       }
+
+       /* Allocate space where we'll store the copied in user command lists
+        * and shader records.
+        *
+        * We don't just copy directly into the BOs because we need to
+        * read the contents back for validation, and I think the
+        * bo->vaddr is uncached access.
+        */
+       temp = kmalloc(temp_size, GFP_KERNEL);
+       if (!temp) {
+               DRM_ERROR("Failed to allocate storage for copying "
+                         "in bin/render CLs.\n");
+               ret = -ENOMEM;
+               goto fail;
+       }
+       bin = temp + bin_offset;
+       render = temp + render_offset;
+       exec->shader_rec_u = temp + shader_rec_offset;
+       exec->uniforms_u = temp + uniforms_offset;
+       exec->shader_state = temp + exec_size;
+       exec->shader_state_size = args->shader_rec_count;
+
+       ret = copy_from_user(bin, args->bin_cl, args->bin_cl_size);
+       if (ret) {
+               DRM_ERROR("Failed to copy in bin cl\n");
+               goto fail;
+       }
+
+       ret = copy_from_user(render, args->render_cl, args->render_cl_size);
+       if (ret) {
+               DRM_ERROR("Failed to copy in render cl\n");
+               goto fail;
+       }
+
+       ret = copy_from_user(exec->shader_rec_u, args->shader_rec,
+                            args->shader_rec_size);
+       if (ret) {
+               DRM_ERROR("Failed to copy in shader recs\n");
+               goto fail;
+       }
+
+       ret = copy_from_user(exec->uniforms_u, args->uniforms,
+                            args->uniforms_size);
+       if (ret) {
+               DRM_ERROR("Failed to copy in uniforms cl\n");
+               goto fail;
+       }
+
+       exec->exec_bo = drm_gem_cma_create(dev, exec_size);
+#if 0
+       if (IS_ERR(exec->exec_bo)) {
+               DRM_ERROR("Couldn't allocate BO for exec\n");
+               ret = PTR_ERR(exec->exec_bo);
+               exec->exec_bo = NULL;
+               goto fail;
+       }
+#endif
+
+       exec->ct0ca = exec->exec_bo->paddr + bin_offset;
+       exec->ct1ca = exec->exec_bo->paddr + render_offset;
+
+       exec->shader_rec_v = exec->exec_bo->vaddr + shader_rec_offset;
+       exec->shader_rec_p = exec->exec_bo->paddr + shader_rec_offset;
+       exec->shader_rec_size = args->shader_rec_size;
+
+       exec->uniforms_v = exec->exec_bo->vaddr + uniforms_offset;
+       exec->uniforms_p = exec->exec_bo->paddr + uniforms_offset;
+       exec->uniforms_size = args->uniforms_size;
+
+       ret = vc4_validate_cl(dev,
+                             exec->exec_bo->vaddr + bin_offset,
+                             bin,
+                             args->bin_cl_size,
+                             true,
+                             exec);
+       if (ret)
+               goto fail;
+
+       ret = vc4_validate_cl(dev,
+                             exec->exec_bo->vaddr + render_offset,
+                             render,
+                             args->render_cl_size,
+                             false,
+                             exec);
+       if (ret)
+               goto fail;
+
+       ret = vc4_validate_shader_recs(dev, exec);
+
+fail:
+       kfree(temp);
+       return ret;
+}
+
+#endif /* USE_VC4_SIMULATOR */
diff --git a/src/gallium/drivers/vc4/vc4_simulator_validate.c 
b/src/gallium/drivers/vc4/kernel/vc4_validate.c
similarity index 99%
rename from src/gallium/drivers/vc4/vc4_simulator_validate.c
rename to src/gallium/drivers/vc4/kernel/vc4_validate.c
index 99f01b2..fe2cd44 100644
--- a/src/gallium/drivers/vc4/vc4_simulator_validate.c
+++ b/src/gallium/drivers/vc4/kernel/vc4_validate.c
@@ -39,7 +39,7 @@
  * is where GEM relocation processing happens.
  */
 
-#include "vc4_simulator_validate.h"
+#include "vc4_drv.h"
 #include "vc4_packet.h"
 
 #define VALIDATE_ARGS \
diff --git a/src/gallium/drivers/vc4/vc4_simulator_validate_shaders.c 
b/src/gallium/drivers/vc4/kernel/vc4_validate_shaders.c
similarity index 99%
rename from src/gallium/drivers/vc4/vc4_simulator_validate_shaders.c
rename to src/gallium/drivers/vc4/kernel/vc4_validate_shaders.c
index 183cd4c..dc958c7 100644
--- a/src/gallium/drivers/vc4/vc4_simulator_validate_shaders.c
+++ b/src/gallium/drivers/vc4/kernel/vc4_validate_shaders.c
@@ -44,7 +44,7 @@
  * never actually modified, this shouldn't be a problem.
  */
 
-#include "vc4_simulator_validate.h"
+#include "vc4_drv.h"
 #include "vc4_qpu.h"
 #include "vc4_qpu_defines.h"
 
diff --git a/src/gallium/drivers/vc4/vc4_simulator.c 
b/src/gallium/drivers/vc4/vc4_simulator.c
index e122c0a..34262f5 100644
--- a/src/gallium/drivers/vc4/vc4_simulator.c
+++ b/src/gallium/drivers/vc4/vc4_simulator.c
@@ -27,6 +27,7 @@
 
 #include "vc4_screen.h"
 #include "vc4_context.h"
+#include "kernel/vc4_drv.h"
 #include "vc4_simulator_validate.h"
 #include "simpenrose/simpenrose.h"
 
@@ -52,7 +53,7 @@ vc4_wrap_bo_with_cma(struct drm_device *dev, struct vc4_bo 
*bo)
         return obj;
 }
 
-static struct drm_gem_cma_object *
+struct drm_gem_cma_object *
 drm_gem_cma_create(struct drm_device *dev, size_t size)
 {
         struct vc4_context *vc4 = dev->vc4;
@@ -104,125 +105,6 @@ vc4_simulator_unpin_bos(struct exec_info *exec)
         return 0;
 }
 
-static int
-vc4_cl_validate(struct drm_device *dev, struct exec_info *exec)
-{
-       struct drm_vc4_submit_cl *args = exec->args;
-       void *temp = NULL;
-       void *bin, *render;
-       int ret = 0;
-       uint32_t bin_offset = 0;
-       uint32_t render_offset = bin_offset + args->bin_cl_size;
-       uint32_t shader_rec_offset = roundup(render_offset +
-                                            args->render_cl_size, 16);
-       uint32_t uniforms_offset = shader_rec_offset + args->shader_rec_size;
-       uint32_t exec_size = uniforms_offset + args->uniforms_size;
-       uint32_t temp_size = exec_size + (sizeof(struct vc4_shader_state) *
-                                         args->shader_rec_count);
-
-       if (shader_rec_offset < render_offset ||
-           uniforms_offset < shader_rec_offset ||
-           exec_size < uniforms_offset ||
-           args->shader_rec_count >= (UINT_MAX /
-                                         sizeof(struct vc4_shader_state)) ||
-           temp_size < exec_size) {
-               DRM_ERROR("overflow in exec arguments\n");
-               goto fail;
-       }
-
-       /* Allocate space where we'll store the copied in user command lists
-        * and shader records.
-        *
-        * We don't just copy directly into the BOs because we need to
-        * read the contents back for validation, and I think the
-        * bo->vaddr is uncached access.
-        */
-       temp = kmalloc(temp_size, GFP_KERNEL);
-       if (!temp) {
-               DRM_ERROR("Failed to allocate storage for copying "
-                         "in bin/render CLs.\n");
-               ret = -ENOMEM;
-               goto fail;
-       }
-       bin = temp + bin_offset;
-       render = temp + render_offset;
-       exec->shader_rec_u = temp + shader_rec_offset;
-       exec->uniforms_u = temp + uniforms_offset;
-       exec->shader_state = temp + exec_size;
-       exec->shader_state_size = args->shader_rec_count;
-
-       ret = copy_from_user(bin, args->bin_cl, args->bin_cl_size);
-       if (ret) {
-               DRM_ERROR("Failed to copy in bin cl\n");
-               goto fail;
-       }
-
-       ret = copy_from_user(render, args->render_cl, args->render_cl_size);
-       if (ret) {
-               DRM_ERROR("Failed to copy in render cl\n");
-               goto fail;
-       }
-
-       ret = copy_from_user(exec->shader_rec_u, args->shader_rec,
-                            args->shader_rec_size);
-       if (ret) {
-               DRM_ERROR("Failed to copy in shader recs\n");
-               goto fail;
-       }
-
-       ret = copy_from_user(exec->uniforms_u, args->uniforms,
-                            args->uniforms_size);
-       if (ret) {
-               DRM_ERROR("Failed to copy in uniforms cl\n");
-               goto fail;
-       }
-
-       exec->exec_bo = drm_gem_cma_create(dev, exec_size);
-#if 0
-       if (IS_ERR(exec->exec_bo)) {
-               DRM_ERROR("Couldn't allocate BO for exec\n");
-               ret = PTR_ERR(exec->exec_bo);
-               exec->exec_bo = NULL;
-               goto fail;
-       }
-#endif
-
-       exec->ct0ca = exec->exec_bo->paddr + bin_offset;
-       exec->ct1ca = exec->exec_bo->paddr + render_offset;
-
-       exec->shader_rec_v = exec->exec_bo->vaddr + shader_rec_offset;
-       exec->shader_rec_p = exec->exec_bo->paddr + shader_rec_offset;
-       exec->shader_rec_size = args->shader_rec_size;
-
-       exec->uniforms_v = exec->exec_bo->vaddr + uniforms_offset;
-       exec->uniforms_p = exec->exec_bo->paddr + uniforms_offset;
-       exec->uniforms_size = args->uniforms_size;
-
-       ret = vc4_validate_cl(dev,
-                             exec->exec_bo->vaddr + bin_offset,
-                             bin,
-                             args->bin_cl_size,
-                             true,
-                             exec);
-       if (ret)
-               goto fail;
-
-       ret = vc4_validate_cl(dev,
-                             exec->exec_bo->vaddr + render_offset,
-                             render,
-                             args->render_cl_size,
-                             false,
-                             exec);
-       if (ret)
-               goto fail;
-
-       ret = vc4_validate_shader_recs(dev, exec);
-
-fail:
-       kfree(temp);
-       return ret;
-}
-
 int
 vc4_simulator_flush(struct vc4_context *vc4, struct drm_vc4_submit_cl *args)
 {
diff --git a/src/gallium/drivers/vc4/vc4_simulator_validate.h 
b/src/gallium/drivers/vc4/vc4_simulator_validate.h
index 39419b4..d6c2aec 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 exec_info;
+
 #define DRM_INFO(...) fprintf(stderr, __VA_ARGS__)
 #define DRM_ERROR(...) fprintf(stderr, __VA_ARGS__)
 #define kmalloc(size, arg) malloc(size)
@@ -71,140 +73,11 @@ struct drm_gem_cma_object {
         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;
-               /* Maximum vertex index referenced by any primitive using this
-                * shader state.
-                */
-               uint32_t max_index;
-       } *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 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
-{
-       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);
 
-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 exec_info *exec);
 
 #endif /* VC4_SIMULATOR_VALIDATE_H */

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