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* Copyright © 2014 Broadcom
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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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* 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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* 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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#ifdef USE_VC4_SIMULATOR
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* Copies in the user's binning command list and generates the validated bin
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* CL, along with associated data (shader records, uniforms).
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vc4_get_bcl(struct drm_device *dev, struct vc4_exec_info *exec)
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struct drm_vc4_submit_cl *args = exec->args;
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uint32_t bin_offset = 0;
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uint32_t shader_rec_offset = roundup(bin_offset + args->bin_cl_size,
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uint32_t uniforms_offset = shader_rec_offset + args->shader_rec_size;
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uint32_t exec_size = uniforms_offset + args->uniforms_size;
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uint32_t temp_size = exec_size + (sizeof(struct vc4_shader_state) *
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args->shader_rec_count);
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if (uniforms_offset < shader_rec_offset ||
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exec_size < uniforms_offset ||
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args->shader_rec_count >= (UINT_MAX /
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sizeof(struct vc4_shader_state)) ||
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temp_size < exec_size) {
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DRM_ERROR("overflow in exec arguments\n");
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/* Allocate space where we'll store the copied in user command lists
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* We don't just copy directly into the BOs because we need to
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* read the contents back for validation, and I think the
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* bo->vaddr is uncached access.
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temp = kmalloc(temp_size, GFP_KERNEL);
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DRM_ERROR("Failed to allocate storage for copying "
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"in bin/render CLs.\n");
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bin = temp + bin_offset;
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exec->shader_rec_u = temp + shader_rec_offset;
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exec->uniforms_u = temp + uniforms_offset;
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exec->shader_state = temp + exec_size;
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exec->shader_state_size = args->shader_rec_count;
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ret = copy_from_user(bin,
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(void __user *)(uintptr_t)args->bin_cl,
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DRM_ERROR("Failed to copy in bin cl\n");
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ret = copy_from_user(exec->shader_rec_u,
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(void __user *)(uintptr_t)args->shader_rec,
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args->shader_rec_size);
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DRM_ERROR("Failed to copy in shader recs\n");
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ret = copy_from_user(exec->uniforms_u,
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(void __user *)(uintptr_t)args->uniforms,
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DRM_ERROR("Failed to copy in uniforms cl\n");
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exec->exec_bo = drm_gem_cma_create(dev, exec_size);
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if (IS_ERR(exec->exec_bo)) {
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DRM_ERROR("Couldn't allocate BO for exec\n");
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ret = PTR_ERR(exec->exec_bo);
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exec->exec_bo = NULL;
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list_addtail(&to_vc4_bo(&exec->exec_bo->base)->unref_head,
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exec->ct0ca = exec->exec_bo->paddr + bin_offset;
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exec->shader_rec_v = exec->exec_bo->vaddr + shader_rec_offset;
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exec->shader_rec_p = exec->exec_bo->paddr + shader_rec_offset;
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exec->shader_rec_size = args->shader_rec_size;
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exec->uniforms_v = exec->exec_bo->vaddr + uniforms_offset;
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exec->uniforms_p = exec->exec_bo->paddr + uniforms_offset;
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exec->uniforms_size = args->uniforms_size;
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ret = vc4_validate_bin_cl(dev,
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exec->exec_bo->vaddr + bin_offset,
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ret = vc4_validate_shader_recs(dev, exec);
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vc4_cl_validate(struct drm_device *dev, struct vc4_exec_info *exec)
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struct drm_vc4_submit_cl *args = exec->args;
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if (args->color_write.bits & VC4_RENDER_CONFIG_MS_MODE_4X) {
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exec->tile_width = 32;
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exec->tile_height = 32;
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exec->tile_width = 64;
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exec->tile_height = 64;
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if (exec->args->bin_cl_size != 0) {
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ret = vc4_get_bcl(dev, exec);
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exec->ct0ca = exec->ct0ea = 0;
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ret = vc4_get_rcl(dev, exec);
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#endif /* USE_VC4_SIMULATOR */