For the most part, logical ring context objects are similar to hardware
contexts in that the backing object is meant to be opaque. There are
some exceptions where we need to poke certain offsets of the object for
initialization, updating the tail pointer or updating the PDPs.
For our basic execlist implementation we'll only need our PPGTT PDs,
and ringbuffer addresses in order to set up the context. With previous
patches, we have both, so start prepping the context to be load.
Before running a context for the first time you must populate some
fields in the context object. These fields begin 1 PAGE + LRCA, ie. the
first page (in 0 based counting) of the context image. These same
fields will be read and written to as contexts are saved and restored
once the system is up and running.
Many of these fields are completely reused from previous global
registers: ringbuffer head/tail/control, context control matches some
previous MI_SET_CONTEXT flags, and page directories. There are other
fields which we don't touch which we may want in the future.
v2: CTX_LRI_HEADER_0 is MI_LOAD_REGISTER_IMM(14) for render and (11)
for other engines.
v3: Several rebases and general changes to the code.
v4: Squash with "Extract LR context object populating"
Also, Damien's review comments:
- Set the Force Posted bit on the LRI header, as the BSpec suggest we do.
- Prevent warning when compiling a 32-bits kernel without HIGHMEM64.
- Add a clarifying comment to the context population code.
v5: Damien's review comments:
- The third MI_LOAD_REGISTER_IMM in the context does not set Force Posted.
- Remove dead code.
v6: Add a note about the (presumed) differences between BDW and CHV state
contexts. Also, Brad's review comments:
- Use the _MASKED_BIT_ENABLE, upper_32_bits and lower_32_bits macros.
- Be less magical about how we set the ring size in the context.
Signed-off-by: Ben Widawsky <ben@bwidawsk.net> (v1)
Signed-off-by: Rafael Barbalho <rafael.barbalho@intel.com> (v2)
Signed-off-by: Oscar Mateo <oscar.mateo@intel.com>
Reviewed-by: Damien Lespiau <damien.lespiau@intel.com>
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
************************************************************
* For the very latest on DRI development, please see: *
* http://dri.freedesktop.org/ *
************************************************************
The Direct Rendering Manager (drm) is a device-independent kernel-level
device driver that provides support for the XFree86 Direct Rendering
Infrastructure (DRI).
The DRM supports the Direct Rendering Infrastructure (DRI) in four major
ways:
1. The DRM provides synchronized access to the graphics hardware via
the use of an optimized two-tiered lock.
2. The DRM enforces the DRI security policy for access to the graphics
hardware by only allowing authenticated X11 clients access to
restricted regions of memory.
3. The DRM provides a generic DMA engine, complete with multiple
queues and the ability to detect the need for an OpenGL context
switch.
4. The DRM is extensible via the use of small device-specific modules
that rely extensively on the API exported by the DRM module.
Documentation on the DRI is available from:
http://dri.freedesktop.org/wiki/Documentation
http://sourceforge.net/project/showfiles.php?group_id=387
http://dri.sourceforge.net/doc/
For specific information about kernel-level support, see:
The Direct Rendering Manager, Kernel Support for the Direct Rendering
Infrastructure
http://dri.sourceforge.net/doc/drm_low_level.html
Hardware Locking for the Direct Rendering Infrastructure
http://dri.sourceforge.net/doc/hardware_locking_low_level.html
A Security Analysis of the Direct Rendering Infrastructure
http://dri.sourceforge.net/doc/security_low_level.html