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Regard whitespace Rev 5563 → Rev 5564

/contrib/sdk/sources/Mesa/mesa-10.6.0/src/gallium/drivers/vc4/kernel/vc4_gem.c
0,0 → 1,155
/*
* 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.
*/
 
#ifdef USE_VC4_SIMULATOR
 
#include "vc4_drv.h"
 
int
vc4_cl_validate(struct drm_device *dev, struct vc4_exec_info *exec)
{
struct drm_vc4_submit_cl *args = exec->args;
void *temp = NULL;
void *bin, *render;
int ret = 0;
uint32_t bin_offset = 0;
uint32_t render_offset = bin_offset + args->bin_cl_size;
uint32_t shader_rec_offset = roundup(render_offset +
args->render_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 (shader_rec_offset < render_offset ||
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;
render = temp + render_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(render,
(void __user *)(uintptr_t)args->render_cl,
args->render_cl_size);
if (ret) {
DRM_ERROR("Failed to copy in render 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
 
exec->ct0ca = exec->exec_bo->paddr + bin_offset;
exec->ct1ca = exec->exec_bo->paddr + render_offset;
 
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_cl(dev,
exec->exec_bo->vaddr + bin_offset,
bin,
args->bin_cl_size,
true,
args->bin_cl_size != 0,
exec);
if (ret)
goto fail;
 
ret = vc4_validate_cl(dev,
exec->exec_bo->vaddr + render_offset,
render,
args->render_cl_size,
false,
args->bin_cl_size != 0,
exec);
if (ret)
goto fail;
 
ret = vc4_validate_shader_recs(dev, exec);
 
fail:
kfree(temp);
return ret;
}
 
#endif /* USE_VC4_SIMULATOR */