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Since we have no MMU, the kernel needs to validate that the submitted shader code won't make any accesses to memory that the user doesn't control, which involves banning some operations (general purpose DMA writes), and tracking where we need to write out pointers for other operations (texture sampling). Once it's validated, we return a GEM BO containing the shader, which doesn't allow mapping for write or exporting to other subsystems. v2: Use __u32-style types. Signed-off-by: Eric Anholt <eric@anholt.net> |
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linux | ||
misc | ||
mtd | ||
rdma | ||
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xen | ||
Kbuild |