vc4: Align following shader recs to 16 bytes.

Otherwise, the low address bits will end up being interpreted as attribute
counts.
This commit is contained in:
Eric Anholt 2014-08-01 11:24:29 -07:00
parent 766ca5c7a5
commit c047f13603
2 changed files with 10 additions and 2 deletions

View file

@ -143,7 +143,8 @@ validate_gl_shader_state(VALIDATE_ARGS)
*(uint32_t *)validated = (exec->shader_rec_p +
exec->shader_state[i].addr);
exec->shader_rec_p += gl_shader_rec_size(exec->shader_state[i].addr);
exec->shader_rec_p +=
roundup(gl_shader_rec_size(exec->shader_state[i].addr), 16);
return 0;
}
@ -461,7 +462,13 @@ validate_shader_rec(struct drm_device *dev,
pkt_v = exec->shader_rec_v;
memcpy(pkt_v, pkt_u, packet_size);
exec->shader_rec_u += packet_size;
exec->shader_rec_v += packet_size;
/* Shader recs have to be aligned to 16 bytes (due to the attribute
* flags being in the low bytes), so round the next validated shader
* rec address up. This should be safe, since we've got so many
* relocations in a shader rec packet.
*/
BUG_ON(roundup(packet_size, 16) - packet_size > nr_relocs * 4);
exec->shader_rec_v += roundup(packet_size, 16);
exec->shader_rec_size -= packet_size;
for (i = 0; i < nr_relocs; i++) {

View file

@ -41,6 +41,7 @@
#define kfree(ptr) free(ptr)
#define krealloc(ptr, size, args) realloc(ptr, size)
#define roundup(x, y) align(x, y)
#define BUG_ON(condition) assert(!(condition))
static inline int
copy_from_user(void *dst, void *src, size_t size)