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vc4: Switch to using a separate ioctl for making shaders.
This gives the kernel a chance to validate and lock down the data, without having to deal with mmap zapping. With this, GLBenchmark stops on a texture relocations, because we'd recycled a shader BO as another shader and failed to revalidate, since we weren't clearing the cached validation state on mmap faults.
This commit is contained in:
parent
e42cfe5d03
commit
ff7896a398
4 changed files with 78 additions and 12 deletions
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@ -1,5 +1,5 @@
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/*
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* Copyright © 2014 Broadcom
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* Copyright © 2014-2015 Broadcom
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*
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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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@ -381,15 +381,57 @@ vc4_bo_get_dmabuf(struct vc4_bo *bo)
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}
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struct vc4_bo *
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vc4_bo_alloc_mem(struct vc4_screen *screen, const void *data, uint32_t size,
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const char *name)
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vc4_bo_alloc_shader(struct vc4_screen *screen, const void *data, uint32_t size)
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{
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void *map;
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struct vc4_bo *bo;
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int ret;
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bo = CALLOC_STRUCT(vc4_bo);
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if (!bo)
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return NULL;
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pipe_reference_init(&bo->reference, 1);
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bo->screen = screen;
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bo->size = align(size, 4096);
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bo->name = "code";
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bo->private = false; /* Make sure it doesn't go back to the cache. */
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if (!using_vc4_simulator) {
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struct drm_vc4_create_shader_bo create = {
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.size = size,
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.data = (uintptr_t)data,
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};
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ret = drmIoctl(screen->fd, DRM_IOCTL_VC4_CREATE_SHADER_BO,
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&create);
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bo->handle = create.handle;
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} else {
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struct drm_mode_create_dumb create;
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memset(&create, 0, sizeof(create));
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create.width = 128;
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create.bpp = 8;
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create.height = (size + 127) / 128;
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ret = drmIoctl(screen->fd, DRM_IOCTL_MODE_CREATE_DUMB, &create);
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bo->handle = create.handle;
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assert(create.size >= size);
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vc4_bo_map(bo);
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memcpy(bo->map, data, size);
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}
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if (ret != 0) {
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fprintf(stderr, "create shader ioctl failure\n");
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abort();
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}
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screen->bo_count++;
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screen->bo_size += bo->size;
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if (dump_stats) {
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fprintf(stderr, "Allocated shader %dkb:\n", size / 1024);
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vc4_bo_dump_stats(screen);
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}
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bo = vc4_bo_alloc(screen, size, name);
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map = vc4_bo_map(bo);
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memcpy(map, data, size);
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return bo;
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}
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@ -58,8 +58,8 @@ struct vc4_bo {
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struct vc4_bo *vc4_bo_alloc(struct vc4_screen *screen, uint32_t size,
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const char *name);
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struct vc4_bo *vc4_bo_alloc_mem(struct vc4_screen *screen, const void *data,
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uint32_t size, const char *name);
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struct vc4_bo *vc4_bo_alloc_shader(struct vc4_screen *screen, const void *data,
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uint32_t size);
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void vc4_bo_last_unreference(struct vc4_bo *bo);
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void vc4_bo_last_unreference_locked_timed(struct vc4_bo *bo, time_t time);
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struct vc4_bo *vc4_bo_open_name(struct vc4_screen *screen, uint32_t name,
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@ -31,12 +31,14 @@
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#define DRM_VC4_WAIT_BO 0x02
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#define DRM_VC4_CREATE_BO 0x03
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#define DRM_VC4_MMAP_BO 0x04
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#define DRM_VC4_CREATE_SHADER_BO 0x05
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#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
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#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
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#define DRM_IOCTL_VC4_WAIT_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_WAIT_BO, struct drm_vc4_wait_bo)
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#define DRM_IOCTL_VC4_CREATE_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_BO, struct drm_vc4_create_bo)
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#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
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#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR( DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
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struct drm_vc4_submit_rcl_surface {
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uint32_t hindex; /* Handle index, or ~0 if not present. */
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@ -182,6 +184,29 @@ struct drm_vc4_create_bo {
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uint32_t pad;
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};
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/**
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* struct drm_vc4_create_shader_bo - ioctl argument for creating VC4
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* shader BOs.
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*
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* Since allowing a shader to be overwritten while it's also being
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* executed from would allow privlege escalation, shaders must be
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* created using this ioctl, and they can't be mmapped later.
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*/
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struct drm_vc4_create_shader_bo {
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/* Size of the data argument. */
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uint32_t size;
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/* Flags, currently must be 0. */
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uint32_t flags;
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/* Pointer to the data. */
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uint64_t data;
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/** Returned GEM handle for the BO. */
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uint32_t handle;
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/* Pad, must be 0. */
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uint32_t pad;
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};
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/**
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* struct drm_vc4_mmap_bo - ioctl argument for mapping VC4 BOs.
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*
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@ -2277,9 +2277,8 @@ vc4_get_compiled_shader(struct vc4_context *vc4, enum qstage stage,
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}
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copy_uniform_state_to_shader(shader, c);
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shader->bo = vc4_bo_alloc_mem(vc4->screen, c->qpu_insts,
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c->qpu_inst_count * sizeof(uint64_t),
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"code");
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shader->bo = vc4_bo_alloc_shader(vc4->screen, c->qpu_insts,
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c->qpu_inst_count * sizeof(uint64_t));
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/* Copy the compiler UBO range state to the compiled shader, dropping
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* out arrays that were never referenced by an indirect load.
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