Exemplo n.º 1
0
static int
vc4_simulator_pin_bos(struct drm_device *dev, struct vc4_exec_info *exec)
{
        struct drm_vc4_submit_cl *args = exec->args;
        struct vc4_context *vc4 = dev->vc4;
        struct vc4_bo **bos = vc4->bo_pointers.base;

        exec->bo_count = args->bo_handle_count;
        exec->bo = calloc(exec->bo_count, sizeof(void *));
        for (int i = 0; i < exec->bo_count; i++) {
                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

                vc4_bo_map(bo);
                memcpy(obj->vaddr, bo->map, bo->size);

                exec->bo[i] = 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;
}
Exemplo n.º 2
0
int vc4_mmap(struct file *filp, struct vm_area_struct *vma)
{
	struct drm_gem_object *gem_obj;
	struct vc4_bo *bo;
	int ret;

	ret = drm_gem_mmap(filp, vma);
	if (ret)
		return ret;

	gem_obj = vma->vm_private_data;
	bo = to_vc4_bo(gem_obj);

	if (bo->validated_shader && (vma->vm_flags & VM_WRITE)) {
		DRM_ERROR("mmaping of shader BOs for writing not allowed.\n");
		return -EINVAL;
	}

	/*
	 * Clear the VM_PFNMAP flag that was set by drm_gem_mmap(), and set the
	 * vm_pgoff (used as a fake buffer offset by DRM) to 0 as we want to map
	 * the whole buffer.
	 */
	vma->vm_flags &= ~VM_PFNMAP;
	vma->vm_pgoff = 0;

	ret = dma_mmap_writecombine(bo->base.base.dev->dev, vma,
				    bo->base.vaddr, bo->base.paddr,
				    vma->vm_end - vma->vm_start);
	if (ret)
		drm_gem_vm_close(vma);

	return ret;
}
Exemplo n.º 3
0
void *vc4_prime_vmap(struct drm_gem_object *obj)
{
	struct vc4_bo *bo = to_vc4_bo(obj);

	if (bo->validated_shader) {
		DRM_ERROR("mmaping of shader BOs not allowed.\n");
		return ERR_PTR(-EINVAL);
	}

	return drm_gem_cma_prime_vmap(obj);
}
Exemplo n.º 4
0
int vc4_prime_mmap(struct drm_gem_object *obj, struct vm_area_struct *vma)
{
	struct vc4_bo *bo = to_vc4_bo(obj);

	if (bo->validated_shader && (vma->vm_flags & VM_WRITE)) {
		DRM_ERROR("mmaping of shader BOs for writing not allowed.\n");
		return -EINVAL;
	}

	return drm_gem_cma_prime_mmap(obj, vma);
}
Exemplo n.º 5
0
struct dma_buf *
vc4_prime_export(struct drm_device *dev, struct drm_gem_object *obj, int flags)
{
	struct vc4_bo *bo = to_vc4_bo(obj);

	if (bo->validated_shader) {
		DRM_ERROR("Attempting to export shader BO\n");
		return ERR_PTR(-EINVAL);
	}

	return drm_gem_prime_export(dev, obj, flags);
}
Exemplo n.º 6
0
/* Called on the last userspace/kernel unreference of the BO.  Returns
 * it to the BO cache if possible, otherwise frees it.
 */
void vc4_free_object(struct drm_gem_object *gem_bo)
{
	struct drm_device *dev = gem_bo->dev;
	struct vc4_dev *vc4 = to_vc4_dev(dev);
	struct vc4_bo *bo = to_vc4_bo(gem_bo);
	struct list_head *cache_list;

	mutex_lock(&vc4->bo_lock);
	/* If the object references someone else's memory, we can't cache it.
	 */
	if (gem_bo->import_attach) {
		vc4_bo_destroy(bo);
		goto out;
	}

	/* Don't cache if it was publicly named. */
	if (gem_bo->name) {
		vc4_bo_destroy(bo);
		goto out;
	}

	/* If this object was partially constructed but CMA allocation
	 * had failed, just free it.
	 */
	if (!bo->base.vaddr) {
		vc4_bo_destroy(bo);
		goto out;
	}

	cache_list = vc4_get_cache_list_for_size(dev, gem_bo->size);
	if (!cache_list) {
		vc4_bo_destroy(bo);
		goto out;
	}

	if (bo->validated_shader) {
		kfree(bo->validated_shader->texture_samples);
		kfree(bo->validated_shader);
		bo->validated_shader = NULL;
	}

	bo->free_time = jiffies;
	list_add(&bo->size_head, cache_list);
	list_add(&bo->unref_head, &vc4->bo_cache.time_list);

	vc4->bo_stats.num_cached++;
	vc4->bo_stats.size_cached += gem_bo->size;

	vc4_bo_cache_free_old(dev);

out:
	mutex_unlock(&vc4->bo_lock);
}
Exemplo n.º 7
0
static int
vc4_simulator_unpin_bos(struct vc4_exec_info *exec)
{
        for (int i = 0; i < exec->bo_count; i++) {
                struct drm_gem_cma_object *obj = exec->bo[i];
                struct drm_vc4_bo *drm_bo = to_vc4_bo(&obj->base);
                struct vc4_bo *bo = drm_bo->bo;

                assert(*(uint32_t *)(obj->vaddr + bo->size) == BO_SENTINEL);
                memcpy(bo->map, obj->vaddr, bo->size);

                if (drm_bo->validated_shader) {
                        free(drm_bo->validated_shader->texture_samples);
                        free(drm_bo->validated_shader);
                }
                free(obj);
        }

        free(exec->bo);

        return 0;
}
Exemplo n.º 8
0
struct vc4_bo *vc4_bo_create(struct drm_device *dev, size_t unaligned_size,
			     bool allow_unzeroed)
{
	size_t size = roundup(unaligned_size, PAGE_SIZE);
	struct vc4_dev *vc4 = to_vc4_dev(dev);
	struct drm_gem_cma_object *cma_obj;
	struct vc4_bo *bo;

	if (size == 0)
		return ERR_PTR(-EINVAL);

	/* First, try to get a vc4_bo from the kernel BO cache. */
	bo = vc4_bo_get_from_cache(dev, size);
	if (bo) {
		if (!allow_unzeroed)
			memset(bo->base.vaddr, 0, bo->base.base.size);
		return bo;
	}

	cma_obj = drm_gem_cma_create(dev, size);
	if (IS_ERR(cma_obj)) {
		/*
		 * If we've run out of CMA memory, kill the cache of
		 * CMA allocations we've got laying around and try again.
		 */
		vc4_bo_cache_purge(dev);

		cma_obj = drm_gem_cma_create(dev, size);
		if (IS_ERR(cma_obj)) {
			DRM_ERROR("Failed to allocate from CMA:\n");
			vc4_bo_stats_dump(vc4);
			return ERR_PTR(-ENOMEM);
		}
	}

	return to_vc4_bo(&cma_obj->base);
}
Exemplo n.º 9
0
static int vc4_create_rcl_bo(struct drm_device *dev, struct vc4_exec_info *exec,
			     struct vc4_rcl_setup *setup)
{
	struct drm_vc4_submit_cl *args = exec->args;
	bool has_bin = args->bin_cl_size != 0;
	uint8_t min_x_tile = args->min_x_tile;
	uint8_t min_y_tile = args->min_y_tile;
	uint8_t max_x_tile = args->max_x_tile;
	uint8_t max_y_tile = args->max_y_tile;
	uint8_t xtiles = max_x_tile - min_x_tile + 1;
	uint8_t ytiles = max_y_tile - min_y_tile + 1;
	uint8_t x, y;
	uint32_t size, loop_body_size;

	size = VC4_PACKET_TILE_RENDERING_MODE_CONFIG_SIZE;
	loop_body_size = VC4_PACKET_TILE_COORDINATES_SIZE;

	if (args->flags & VC4_SUBMIT_CL_USE_CLEAR_COLOR) {
		size += VC4_PACKET_CLEAR_COLORS_SIZE +
			VC4_PACKET_TILE_COORDINATES_SIZE +
			VC4_PACKET_STORE_TILE_BUFFER_GENERAL_SIZE;
	}

	if (setup->color_read) {
		if (args->color_read.flags &
		    VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES) {
			loop_body_size += VC4_PACKET_LOAD_FULL_RES_TILE_BUFFER_SIZE;
		} else {
			loop_body_size += VC4_PACKET_LOAD_TILE_BUFFER_GENERAL_SIZE;
		}
	}
	if (setup->zs_read) {
		if (args->zs_read.flags &
		    VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES) {
			loop_body_size += VC4_PACKET_LOAD_FULL_RES_TILE_BUFFER_SIZE;
		} else {
			if (setup->color_read &&
			    !(args->color_read.flags &
			      VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES)) {
				loop_body_size += VC4_PACKET_TILE_COORDINATES_SIZE;
				loop_body_size += VC4_PACKET_STORE_TILE_BUFFER_GENERAL_SIZE;
			}
			loop_body_size += VC4_PACKET_LOAD_TILE_BUFFER_GENERAL_SIZE;
		}
	}

	if (has_bin) {
		size += VC4_PACKET_WAIT_ON_SEMAPHORE_SIZE;
		loop_body_size += VC4_PACKET_BRANCH_TO_SUB_LIST_SIZE;
	}

	if (setup->msaa_color_write)
		loop_body_size += VC4_PACKET_STORE_FULL_RES_TILE_BUFFER_SIZE;
	if (setup->msaa_zs_write)
		loop_body_size += VC4_PACKET_STORE_FULL_RES_TILE_BUFFER_SIZE;

	if (setup->zs_write)
		loop_body_size += VC4_PACKET_STORE_TILE_BUFFER_GENERAL_SIZE;
	if (setup->color_write)
		loop_body_size += VC4_PACKET_STORE_MS_TILE_BUFFER_SIZE;

	/* We need a VC4_PACKET_TILE_COORDINATES in between each store. */
	loop_body_size += VC4_PACKET_TILE_COORDINATES_SIZE *
		((setup->msaa_color_write != NULL) +
		 (setup->msaa_zs_write != NULL) +
		 (setup->color_write != NULL) +
		 (setup->zs_write != NULL) - 1);

	size += xtiles * ytiles * loop_body_size;

	setup->rcl = drm_gem_cma_create(dev, size);
	if (!setup->rcl)
		return -ENOMEM;
	list_addtail(&to_vc4_bo(&setup->rcl->base)->unref_head,
		     &exec->unref_list);

	rcl_u8(setup, VC4_PACKET_TILE_RENDERING_MODE_CONFIG);
	rcl_u32(setup,
		(setup->color_write ? (setup->color_write->paddr +
				       args->color_write.offset) :
		 0));
	rcl_u16(setup, args->width);
	rcl_u16(setup, args->height);
	rcl_u16(setup, args->color_write.bits);

	/* The tile buffer gets cleared when the previous tile is stored.  If
	 * the clear values changed between frames, then the tile buffer has
	 * stale clear values in it, so we have to do a store in None mode (no
	 * writes) so that we trigger the tile buffer clear.
	 */
	if (args->flags & VC4_SUBMIT_CL_USE_CLEAR_COLOR) {
		rcl_u8(setup, VC4_PACKET_CLEAR_COLORS);
		rcl_u32(setup, args->clear_color[0]);
		rcl_u32(setup, args->clear_color[1]);
		rcl_u32(setup, args->clear_z);
		rcl_u8(setup, args->clear_s);

		vc4_tile_coordinates(setup, 0, 0);

		rcl_u8(setup, VC4_PACKET_STORE_TILE_BUFFER_GENERAL);
		rcl_u16(setup, VC4_LOADSTORE_TILE_BUFFER_NONE);
		rcl_u32(setup, 0); /* no address, since we're in None mode */
	}

	for (y = min_y_tile; y <= max_y_tile; y++) {
		for (x = min_x_tile; x <= max_x_tile; x++) {
			bool first = (x == min_x_tile && y == min_y_tile);
			bool last = (x == max_x_tile && y == max_y_tile);

			emit_tile(exec, setup, x, y, first, last);
		}
	}

	BUG_ON(setup->next_offset != size);
	exec->ct1ca = setup->rcl->paddr;
	exec->ct1ea = setup->rcl->paddr + setup->next_offset;

	return 0;
}
Exemplo n.º 10
0
/*
 * Copies in the user's binning command list and generates the validated bin
 * CL, along with associated data (shader records, uniforms).
 */
static int
vc4_get_bcl(struct drm_device *dev, struct vc4_exec_info *exec)
{
	struct drm_vc4_submit_cl *args = exec->args;
	void *temp = NULL;
	void *bin;
	int ret = 0;
	uint32_t bin_offset = 0;
	uint32_t shader_rec_offset = roundup(bin_offset + args->bin_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 (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;
	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,
			     (void __user *)(uintptr_t)args->bin_cl,
			     args->bin_cl_size);
	if (ret) {
		DRM_ERROR("Failed to copy in bin cl\n");
		goto fail;
	}

	ret = copy_from_user(exec->shader_rec_u,
			     (void __user *)(uintptr_t)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,
			     (void __user *)(uintptr_t)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

	list_addtail(&to_vc4_bo(&exec->exec_bo->base)->unref_head,
		     &exec->unref_list);

	exec->ct0ca = exec->exec_bo->paddr + bin_offset;

	exec->bin_u = bin;

	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_bin_cl(dev,
				  exec->exec_bo->vaddr + bin_offset,
				  bin,
				  exec);
	if (ret)
		goto fail;

	ret = vc4_validate_shader_recs(dev, exec);

fail:
	kfree(temp);
	return ret;
}