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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/vc4/kernel/vc4_drv.h
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/*
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* Copyright © 2014 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef VC4_DRV_H
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#define VC4_DRV_H
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#include "vc4_simulator_validate.h"
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struct vc4_exec_info {
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/* Sequence number for this bin/render job. */
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uint64_t seqno;
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/* Kernel-space copy of the ioctl arguments */
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struct drm_vc4_submit_cl *args;
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/* This is the array of BOs that were looked up at the start of exec.
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* Command validation will use indices into this array.
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*/
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struct drm_gem_cma_object **bo;
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uint32_t bo_count;
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/* List of other BOs used in the job that need to be released
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* once the job is complete.
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*/
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struct list_head unref_list;
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/* Current unvalidated indices into @bo loaded by the non-hardware
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* VC4_PACKET_GEM_HANDLES.
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*/
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uint32_t bo_index[2];
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/* This is the BO where we store the validated command lists, shader
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* records, and uniforms.
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*/
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struct drm_gem_cma_object *exec_bo;
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/**
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* This tracks the per-shader-record state (packet 64) that
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* determines the length of the shader record and the offset
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* it's expected to be found at. It gets read in from the
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* command lists.
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*/
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struct vc4_shader_state {
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uint32_t addr;
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/* Maximum vertex index referenced by any primitive using this
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* shader state.
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*/
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uint32_t max_index;
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} *shader_state;
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/** How many shader states the user declared they were using. */
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uint32_t shader_state_size;
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/** How many shader state records the validator has seen. */
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uint32_t shader_state_count;
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bool found_tile_binning_mode_config_packet;
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bool found_start_tile_binning_packet;
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bool found_increment_semaphore_packet;
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bool found_flush;
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uint8_t bin_tiles_x, bin_tiles_y;
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struct drm_gem_cma_object *tile_bo;
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uint32_t tile_alloc_offset;
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uint32_t tile_width, tile_height;
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/**
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* Computed addresses pointing into exec_bo where we start the
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* bin thread (ct0) and render thread (ct1).
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*/
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uint32_t ct0ca, ct0ea;
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uint32_t ct1ca, ct1ea;
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/* Pointer to the unvalidated bin CL (if present). */
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void *bin_u;
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/* Pointers to the shader recs. These paddr gets incremented as CL
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* packets are relocated in validate_gl_shader_state, and the vaddrs
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* (u and v) get incremented and size decremented as the shader recs
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* themselves are validated.
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*/
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void *shader_rec_u;
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void *shader_rec_v;
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uint32_t shader_rec_p;
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uint32_t shader_rec_size;
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/* Pointers to the uniform data. These pointers are incremented, and
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* size decremented, as each batch of uniforms is uploaded.
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*/
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void *uniforms_u;
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void *uniforms_v;
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uint32_t uniforms_p;
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uint32_t uniforms_size;
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};
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/**
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* struct vc4_texture_sample_info - saves the offsets into the UBO for texture
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* setup parameters.
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*
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* This will be used at draw time to relocate the reference to the texture
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* contents in p0, and validate that the offset combined with
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* width/height/stride/etc. from p1 and p2/p3 doesn't sample outside the BO.
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* Note that the hardware treats unprovided config parameters as 0, so not all
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* of them need to be set up for every texture sample, and we'll store ~0 as
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* the offset to mark the unused ones.
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*
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* See the VC4 3D architecture guide page 41 ("Texture and Memory Lookup Unit
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* Setup") for definitions of the texture parameters.
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*/
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struct vc4_texture_sample_info {
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bool is_direct;
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uint32_t p_offset[4];
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};
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/**
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* struct vc4_validated_shader_info - information about validated shaders that
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* needs to be used from command list validation.
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*
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* For a given shader, each time a shader state record references it, we need
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* to verify that the shader doesn't read more uniforms than the shader state
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* record's uniform BO pointer can provide, and we need to apply relocations
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* and validate the shader state record's uniforms that define the texture
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* samples.
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*/
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struct vc4_validated_shader_info
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{
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uint32_t uniforms_size;
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uint32_t uniforms_src_size;
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uint32_t num_texture_samples;
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struct vc4_texture_sample_info *texture_samples;
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uint32_t num_uniform_addr_offsets;
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uint32_t *uniform_addr_offsets;
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bool is_threaded;
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};
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/* vc4_validate.c */
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int
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vc4_validate_bin_cl(struct drm_device *dev,
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void *validated,
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void *unvalidated,
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struct vc4_exec_info *exec);
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int
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vc4_validate_shader_recs(struct drm_device *dev, struct vc4_exec_info *exec);
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struct vc4_validated_shader_info *
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vc4_validate_shader(struct drm_gem_cma_object *shader_obj);
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struct drm_gem_cma_object *vc4_use_bo(struct vc4_exec_info *exec,
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uint32_t hindex);
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int vc4_get_rcl(struct drm_device *dev, struct vc4_exec_info *exec);
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bool vc4_check_tex_size(struct vc4_exec_info *exec,
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struct drm_gem_cma_object *fbo,
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uint32_t offset, uint8_t tiling_format,
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uint32_t width, uint32_t height, uint8_t cpp);
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#endif /* VC4_DRV_H */
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