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path: root/drivers/gpu/drm/vc4/vc4_validate.c
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Diffstat (limited to 'drivers/gpu/drm/vc4/vc4_validate.c')
-rw-r--r--drivers/gpu/drm/vc4/vc4_validate.c91
1 files changed, 47 insertions, 44 deletions
diff --git a/drivers/gpu/drm/vc4/vc4_validate.c b/drivers/gpu/drm/vc4/vc4_validate.c
index 9fd171c361c2..814b512c6b9a 100644
--- a/drivers/gpu/drm/vc4/vc4_validate.c
+++ b/drivers/gpu/drm/vc4/vc4_validate.c
@@ -22,21 +22,25 @@
*/
/**
- * Command list validator for VC4.
+ * DOC: Command list validator for VC4.
*
- * The VC4 has no IOMMU between it and system memory. So, a user with
- * access to execute command lists could escalate privilege by
+ * Since the VC4 has no IOMMU between it and system memory, a user
+ * with access to execute command lists could escalate privilege by
* overwriting system memory (drawing to it as a framebuffer) or
- * reading system memory it shouldn't (reading it as a texture, or
- * uniform data, or vertex data).
+ * reading system memory it shouldn't (reading it as a vertex buffer
+ * or index buffer)
*
- * This validates command lists to ensure that all accesses are within
- * the bounds of the GEM objects referenced. It explicitly whitelists
- * packets, and looks at the offsets in any address fields to make
- * sure they're constrained within the BOs they reference.
+ * We validate binner command lists to ensure that all accesses are
+ * within the bounds of the GEM objects referenced by the submitted
+ * job. It explicitly whitelists packets, and looks at the offsets in
+ * any address fields to make sure they're contained within the BOs
+ * they reference.
*
- * Note that because of the validation that's happening anyway, this
- * is where GEM relocation processing happens.
+ * Note that because CL validation is already reading the
+ * user-submitted CL and writing the validated copy out to the memory
+ * that the GPU will actually read, this is also where GEM relocation
+ * processing (turning BO references into actual addresses for the GPU
+ * to use) happens.
*/
#include "uapi/drm/vc4_drm.h"
@@ -84,8 +88,12 @@ utile_height(int cpp)
}
/**
- * The texture unit decides what tiling format a particular miplevel is using
- * this function, so we lay out our miptrees accordingly.
+ * size_is_lt() - Returns whether a miplevel of the given size will
+ * use the lineartile (LT) tiling layout rather than the normal T
+ * tiling layout.
+ * @width: Width in pixels of the miplevel
+ * @height: Height in pixels of the miplevel
+ * @cpp: Bytes per pixel of the pixel format
*/
static bool
size_is_lt(uint32_t width, uint32_t height, int cpp)
@@ -164,7 +172,8 @@ vc4_check_tex_size(struct vc4_exec_info *exec, struct drm_gem_cma_object *fbo,
* our math.
*/
if (width > 4096 || height > 4096) {
- DRM_ERROR("Surface dimesions (%d,%d) too large", width, height);
+ DRM_ERROR("Surface dimensions (%d,%d) too large",
+ width, height);
return false;
}
@@ -340,10 +349,11 @@ static int
validate_tile_binning_config(VALIDATE_ARGS)
{
struct drm_device *dev = exec->exec_bo->base.dev;
- struct vc4_bo *tile_bo;
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
uint8_t flags;
- uint32_t tile_state_size, tile_alloc_size;
- uint32_t tile_count;
+ uint32_t tile_state_size;
+ uint32_t tile_count, bin_addr;
+ int bin_slot;
if (exec->found_tile_binning_mode_config_packet) {
DRM_ERROR("Duplicate VC4_PACKET_TILE_BINNING_MODE_CONFIG\n");
@@ -369,13 +379,28 @@ validate_tile_binning_config(VALIDATE_ARGS)
return -EINVAL;
}
+ bin_slot = vc4_v3d_get_bin_slot(vc4);
+ if (bin_slot < 0) {
+ if (bin_slot != -EINTR && bin_slot != -ERESTARTSYS) {
+ DRM_ERROR("Failed to allocate binner memory: %d\n",
+ bin_slot);
+ }
+ return bin_slot;
+ }
+
+ /* The slot we allocated will only be used by this job, and is
+ * free when the job completes rendering.
+ */
+ exec->bin_slots |= BIT(bin_slot);
+ bin_addr = vc4->bin_bo->base.paddr + bin_slot * vc4->bin_alloc_size;
+
/* The tile state data array is 48 bytes per tile, and we put it at
* the start of a BO containing both it and the tile alloc.
*/
tile_state_size = 48 * tile_count;
/* Since the tile alloc array will follow us, align. */
- exec->tile_alloc_offset = roundup(tile_state_size, 4096);
+ exec->tile_alloc_offset = bin_addr + roundup(tile_state_size, 4096);
*(uint8_t *)(validated + 14) =
((flags & ~(VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_MASK |
@@ -386,35 +411,13 @@ validate_tile_binning_config(VALIDATE_ARGS)
VC4_SET_FIELD(VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_128,
VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE));
- /* Initial block size. */
- tile_alloc_size = 32 * tile_count;
-
- /*
- * The initial allocation gets rounded to the next 256 bytes before
- * the hardware starts fulfilling further allocations.
- */
- tile_alloc_size = roundup(tile_alloc_size, 256);
-
- /* Add space for the extra allocations. This is what gets used first,
- * before overflow memory. It must have at least 4096 bytes, but we
- * want to avoid overflow memory usage if possible.
- */
- tile_alloc_size += 1024 * 1024;
-
- tile_bo = vc4_bo_create(dev, exec->tile_alloc_offset + tile_alloc_size,
- true);
- exec->tile_bo = &tile_bo->base;
- if (IS_ERR(exec->tile_bo))
- return PTR_ERR(exec->tile_bo);
- list_add_tail(&tile_bo->unref_head, &exec->unref_list);
-
/* tile alloc address. */
- *(uint32_t *)(validated + 0) = (exec->tile_bo->paddr +
- exec->tile_alloc_offset);
+ *(uint32_t *)(validated + 0) = exec->tile_alloc_offset;
/* tile alloc size. */
- *(uint32_t *)(validated + 4) = tile_alloc_size;
+ *(uint32_t *)(validated + 4) = (bin_addr + vc4->bin_alloc_size -
+ exec->tile_alloc_offset);
/* tile state address. */
- *(uint32_t *)(validated + 8) = exec->tile_bo->paddr;
+ *(uint32_t *)(validated + 8) = bin_addr;
return 0;
}