/* * 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" struct vc4_exec_info { /* Sequence number for this bin/render job. */ uint64_t seqno; /* 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 drm_gem_cma_object **bo; uint32_t bo_count; /* List of other BOs used in the job that need to be released * once the job is complete. */ struct list_head unref_list; /* 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 { 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_start_tile_binning_packet; bool found_increment_semaphore_packet; bool found_flush; uint8_t bin_tiles_x, bin_tiles_y; struct drm_gem_cma_object *tile_bo; uint32_t tile_alloc_offset; uint32_t tile_width, tile_height; /** * 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; /* Pointer to the unvalidated bin CL (if present). */ void *bin_u; /* 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 { bool is_direct; 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; uint32_t num_uniform_addr_offsets; uint32_t *uniform_addr_offsets; bool is_threaded; }; /* vc4_validate.c */ int vc4_validate_bin_cl(struct drm_device *dev, void *validated, void *unvalidated, struct vc4_exec_info *exec); int vc4_validate_shader_recs(struct drm_device *dev, struct vc4_exec_info *exec); struct vc4_validated_shader_info * vc4_validate_shader(struct drm_gem_cma_object *shader_obj); struct drm_gem_cma_object *vc4_use_bo(struct vc4_exec_info *exec, uint32_t hindex); int vc4_get_rcl(struct drm_device *dev, struct vc4_exec_info *exec); bool vc4_check_tex_size(struct vc4_exec_info *exec, struct drm_gem_cma_object *fbo, uint32_t offset, uint8_t tiling_format, uint32_t width, uint32_t height, uint8_t cpp); #endif /* VC4_DRV_H */