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path: root/drivers/gpu/drm/vc4/vc4_validate.c (follow)
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* drm/vc4_validate: Remove VLA usageGustavo A. R. Silva2018-03-161-1/+1
| | | | | | | | | | | | | | | | | | | | In preparation to enabling -Wvla, remove VLA. In this particular case use macro ARRAY_SIZE so the length of array _bo_ can be computed at preprocessing time. The use of stack Variable Length Arrays needs to be avoided, as they can be a vector for stack exhaustion, which can be both a runtime bug or a security flaw. Also, in general, as code evolves it is easy to lose track of how big a VLA can get. Thus, we can end up having runtime failures that are hard to debug. Also, fixed as part of the directive to remove all VLAs from the kernel: https://lkml.org/lkml/2018/3/7/621 Signed-off-by: Gustavo A. R. Silva <gustavo@embeddedor.com> Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20180313143151.GA27486@embeddedgus
* drm/vc4: Demote user-accessible DRM_ERROR paths to DRM_DEBUG.Eric Anholt2017-08-081-39/+39
| | | | | | | | | | | Userspace shouldn't be able to spam dmesg by passing bad arguments. This has particularly become an issues since we started using a bad argument to set_tiling to detect if set_tiling was supported. Signed-off-by: Eric Anholt <eric@anholt.net> Fixes: 83753117f1de ("drm/vc4: Add get/set tiling ioctls.") Link: https://patchwork.freedesktop.org/patch/msgid/20170725162733.28007-1-eric@anholt.net Reviewed-by: Boris Brezillon <boris.brezillon@free-electrons.com>
* drm/vc4: fix spelling mistake: "dimesions" -> "dimensions"Colin Ian King2017-05-161-1/+2
| | | | | | | | | | Trivial fix to spelling mistake in DRM_ERROR message and split over two lines to clean up a "line over 80 characters" checkpatch warning. Signed-off-by: Colin Ian King <colin.king@canonical.com> Reviewed-by: Eric Anholt <eric@anholt.net> Link: http://patchwork.freedesktop.org/patch/msgid/20170514170016.6802-1-colin.king@canonical.com
* drm/vc4: Allow using more than 256MB of CMA memory.Eric Anholt2017-04-181-30/+24
| | | | | | | | | | | | | | | | | | Until now, we've had to limit Raspberry Pi to 256MB of CMA memory to keep from triggering the hardware addressing bug between the tile binner and the tile alloc memory (where the top 4 bits come from the tile state data array's address). To work around that and allow more memory to be reserved for graphics, allocate a single BO to store tile state data arrays and tile alloc/overflow memory while the GPU is active, and make sure that that one BO doesn't happen to cross a 256MB boundary. With that in place, we can allocate textures and shaders anywhere in system memory (still contiguous, of course). Signed-off-by: Eric Anholt <eric@anholt.net> Link: http://patchwork.freedesktop.org/patch/msgid/20170327231025.19391-1-eric@anholt.net Reviewed-by: Boris Brezillon <boris.brezillon@free-electrons.com>
* drm/vc4: Extend and edit documentation for output from the RSTEric Anholt2017-02-281-10/+14
| | | | | | | | | | | | | | I had written most of my comments as if I was describing the individual code files the way I used to for doxygen, while for RST we want to describe things in a more chapter/section way where there's no obvious relation to .c files. Additionally, several of the files had stub descriptions that I've taken this opportunity to extend. Signed-off-by: Eric Anholt <eric@anholt.net> Acked-by: Daniel Vetter <daniel.vetter@ffwll.ch> Link: http://patchwork.freedesktop.org/patch/msgid/20170227201144.10970-4-eric@anholt.net
* drm/vc4: Convert existing documentation to actual kerneldoc.Eric Anholt2017-02-281-3/+7
| | | | | | | | | I'm going to hook vc4 up to the sphinx build, so clean up its comments to not generate warnings when we do. Signed-off-by: Eric Anholt <eric@anholt.net> Acked-by: Daniel Vetter <daniel.vetter@ffwll.ch> Link: http://patchwork.freedesktop.org/patch/msgid/20170227201144.10970-2-eric@anholt.net
* drm/vc4: Add fragment shader threading supportJonas Pfeil2016-11-161-5/+12
| | | | | | | | | | | | | | | | | | FS threading brings performance improvements of 0-20% in glmark2. The validation code checks for thread switch signals and ensures that the registers of the other thread are not touched, and that our clamps are not live across thread switches. It also checks that the threading and branching instructions do not interfere. (Original patch by Jonas, changes by anholt for style cleanup, removing validation the kernel doesn't need to do, and adding the flag for userspace). v2: Minor style fixes from checkpatch. Signed-off-by: Jonas Pfeil <pfeiljonas@gmx.de> Signed-off-by: Eric Anholt <eric@anholt.net>
* drm/vc4: Add support for rendering with ETC1 textures.Eric Anholt2016-11-041-0/+7
| | | | | | | | | | The validation for it ends up being quite simple, but I hadn't got around to it before merging the driver. For backwards compatibility, we also need to add a flag so that the userspace GL driver can easily tell if the kernel will allow ETC1 textures (on an old kernel, it will continue to convert to RGBA8) Signed-off-by: Eric Anholt <eric@anholt.net>
* drm/vc4: Fix races when the CS reads from render targets.Eric Anholt2016-10-061-3/+14
| | | | | | | | | | | | | With the introduction of bin/render pipelining, the previous job may not be completed when we start binning the next one. If the previous job wrote our VBO, IB, or CS textures, then the binning stage might get stale or uninitialized results. Fixes the major rendering failure in glmark2 -b terrain. Signed-off-by: Eric Anholt <eric@anholt.net> Fixes: ca26d28bbaa3 ("drm/vc4: improve throughput by pipelining binning and rendering jobs") Cc: stable@vger.kernel.org
* drm/vc4: Add support for branching in shader validation.Eric Anholt2016-07-161-1/+12
| | | | | | | | | | | | | | | | | | | | | We're already checking that branch instructions are between the start of the shader and the proper PROG_END sequence. The other thing we need to make branching safe is to verify that the shader doesn't read past the end of the uniforms stream. To do that, we require that at any basic block reading uniforms have the following instructions: load_imm temp, <next offset within uniform stream> add unif_addr, temp, unif The instructions are generated by userspace, and the kernel verifies that the load_imm is of the expected offset, and that the add adds it to a uniform. We track which uniform in the stream that is, and at draw call time fix up the uniform stream to have the address of the start of the shader's uniforms at that location. Signed-off-by: Eric Anholt <eric@anholt.net>
* drm/vc4: Return an ERR_PTR from BO creation instead of NULL.Eric Anholt2016-02-161-2/+2
| | | | | | | Fixes igt vc4_create_bo/create-bo-0 by returning -EINVAL from the ioctl instead of -ENOMEM. Signed-off-by: Eric Anholt <eric@anholt.net>
* drm/vc4: fix warning in validate printf.Dave Airlie2016-01-181-1/+1
| | | | | | | | | | | This just fixes a warning on 64-bit builds: drivers/gpu/drm/vc4/vc4_validate.c: In function ‘validate_gl_shader_rec’: drivers/gpu/drm/vc4/vc4_validate.c:864:12: warning: format ‘%d’ expects argument of type ‘int’, but argument 4 has type ‘size_t {aka long unsigned int}’ [-Wformat=] Reported-by: Linus Torvalds <torvalds@linux-foundation.org> Signed-off-by: Dave Airlie <airlied@redhat.com> Signed-off-by: Linus Torvalds <torvalds@linux-foundation.org>
* drm/vc4: Add support for drawing 3D frames.Eric Anholt2015-12-081-0/+900
The user submission is basically a pointer to a command list and a pointer to uniforms. We copy those in to the kernel, validate and relocate them, and store the result in a GPU BO which we queue for execution. v2: Drop support for NV shader recs (not necessary for GL), simplify vc4_use_bo(), improve bin flush/semaphore checks, use __u32 style types. Signed-off-by: Eric Anholt <eric@anholt.net>