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
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: 83753117f1 ("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>
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>
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
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>
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>
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: ca26d28bba ("drm/vc4: improve throughput by pipelining binning and rendering jobs")
Cc: stable@vger.kernel.org
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>
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>
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>