
Fixes 14 ARB_vp tests (which had no lowering done), and should improve performance of indirect uniform array access in GLSL.
170 lines
5.3 KiB
C
170 lines
5.3 KiB
C
/*
|
|
* 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 {
|
|
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;
|
|
};
|
|
|
|
/* 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 */
|