/* * Copyright © 2014-2017 Broadcom * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** * @file v3d_simulator.c * * Implements VC5 simulation on top of a non-VC5 GEM fd. * * This file's goal is to emulate the VC5 ioctls' behavior in the kernel on * top of the simpenrose software simulator. Generally, VC5 driver BOs have a * GEM-side copy of their contents and a simulator-side memory area that the * GEM contents get copied into during simulation. Once simulation is done, * the simulator's data is copied back out to the GEM BOs, so that rendering * appears on the screen as if actual hardware rendering had been done. * * One of the limitations of this code is that we shouldn't really need a * GEM-side BO for non-window-system BOs. However, do we need unique BO * handles for each of our GEM bos so that this file can look up its state * from the handle passed in at submit ioctl time (also, a couple of places * outside of this file still call ioctls directly on the fd). * * Another limitation is that BO import doesn't work unless the underlying * window system's BO size matches what VC5 is going to use, which of course * doesn't work out in practice. This means that for now, only DRI3 (VC5 * makes the winsys BOs) is supported, not DRI2 (window system makes the winys * BOs). */ #ifdef USE_V3D_SIMULATOR #include #include "util/hash_table.h" #include "util/ralloc.h" #include "util/set.h" #include "util/u_memory.h" #include "util/u_mm.h" #include "v3d_simulator_wrapper.h" #include "v3d_screen.h" #include "v3d_context.h" /** Global (across GEM fds) state for the simulator */ static struct v3d_simulator_state { mtx_t mutex; struct v3d_hw *v3d; int ver; /* Base virtual address of the heap. */ void *mem; /* Base hardware address of the heap. */ uint32_t mem_base; /* Size of the heap. */ size_t mem_size; struct mem_block *heap; struct mem_block *overflow; /** Mapping from GEM handle to struct v3d_simulator_bo * */ struct hash_table *fd_map; int refcount; } sim_state = { .mutex = _MTX_INITIALIZER_NP, }; /** Per-GEM-fd state for the simulator. */ struct v3d_simulator_file { int fd; /** Mapping from GEM handle to struct v3d_simulator_bo * */ struct hash_table *bo_map; struct mem_block *gmp; void *gmp_vaddr; }; /** Wrapper for drm_v3d_bo tracking the simulator-specific state. */ struct v3d_simulator_bo { struct v3d_simulator_file *file; /** Area for this BO within sim_state->mem */ struct mem_block *block; uint32_t size; void *vaddr; void *winsys_map; uint32_t winsys_stride; int handle; }; static void * int_to_key(int key) { return (void *)(uintptr_t)key; } static struct v3d_simulator_file * v3d_get_simulator_file_for_fd(int fd) { struct hash_entry *entry = _mesa_hash_table_search(sim_state.fd_map, int_to_key(fd + 1)); return entry ? entry->data : NULL; } /* A marker placed just after each BO, then checked after rendering to make * sure it's still there. */ #define BO_SENTINEL 0xfedcba98 /* 128kb */ #define GMP_ALIGN2 17 /** * Sets the range of GPU virtual address space to have the given GMP * permissions (bit 0 = read, bit 1 = write, write-only forbidden). */ static void set_gmp_flags(struct v3d_simulator_file *file, uint32_t offset, uint32_t size, uint32_t flag) { assert((offset & ((1 << GMP_ALIGN2) - 1)) == 0); int gmp_offset = offset >> GMP_ALIGN2; int gmp_count = align(size, 1 << GMP_ALIGN2) >> GMP_ALIGN2; uint32_t *gmp = file->gmp_vaddr; assert(flag <= 0x3); for (int i = gmp_offset; i < gmp_offset + gmp_count; i++) { int32_t bitshift = (i % 16) * 2; gmp[i / 16] &= ~(0x3 << bitshift); gmp[i / 16] |= flag << bitshift; } } /** * Allocates space in simulator memory and returns a tracking struct for it * that also contains the drm_gem_cma_object struct. */ static struct v3d_simulator_bo * v3d_create_simulator_bo(int fd, int handle, unsigned size) { struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); struct v3d_simulator_bo *sim_bo = rzalloc(file, struct v3d_simulator_bo); size = align(size, 4096); sim_bo->file = file; sim_bo->handle = handle; mtx_lock(&sim_state.mutex); sim_bo->block = u_mmAllocMem(sim_state.heap, size + 4, GMP_ALIGN2, 0); mtx_unlock(&sim_state.mutex); assert(sim_bo->block); set_gmp_flags(file, sim_bo->block->ofs, size, 0x3); sim_bo->size = size; sim_bo->vaddr = sim_state.mem + sim_bo->block->ofs - sim_state.mem_base; memset(sim_bo->vaddr, 0xd0, size); *(uint32_t *)(sim_bo->vaddr + sim_bo->size) = BO_SENTINEL; /* A handle of 0 is used for v3d_gem.c internal allocations that * don't need to go in the lookup table. */ if (handle != 0) { mtx_lock(&sim_state.mutex); _mesa_hash_table_insert(file->bo_map, int_to_key(handle), sim_bo); mtx_unlock(&sim_state.mutex); } return sim_bo; } static void v3d_free_simulator_bo(struct v3d_simulator_bo *sim_bo) { struct v3d_simulator_file *sim_file = sim_bo->file; if (sim_bo->winsys_map) munmap(sim_bo->winsys_map, sim_bo->size); set_gmp_flags(sim_file, sim_bo->block->ofs, sim_bo->size, 0x0); mtx_lock(&sim_state.mutex); u_mmFreeMem(sim_bo->block); if (sim_bo->handle) { struct hash_entry *entry = _mesa_hash_table_search(sim_file->bo_map, int_to_key(sim_bo->handle)); _mesa_hash_table_remove(sim_file->bo_map, entry); } mtx_unlock(&sim_state.mutex); ralloc_free(sim_bo); } static struct v3d_simulator_bo * v3d_get_simulator_bo(struct v3d_simulator_file *file, int gem_handle) { mtx_lock(&sim_state.mutex); struct hash_entry *entry = _mesa_hash_table_search(file->bo_map, int_to_key(gem_handle)); mtx_unlock(&sim_state.mutex); return entry ? entry->data : NULL; } static int v3d_simulator_pin_bos(int fd, struct v3d_job *job) { struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); set_foreach(job->bos, entry) { struct v3d_bo *bo = (struct v3d_bo *)entry->key; struct v3d_simulator_bo *sim_bo = v3d_get_simulator_bo(file, bo->handle); v3d_bo_map(bo); memcpy(sim_bo->vaddr, bo->map, bo->size); } return 0; } static int v3d_simulator_unpin_bos(int fd, struct v3d_job *job) { struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); set_foreach(job->bos, entry) { struct v3d_bo *bo = (struct v3d_bo *)entry->key; struct v3d_simulator_bo *sim_bo = v3d_get_simulator_bo(file, bo->handle); if (*(uint32_t *)(sim_bo->vaddr + sim_bo->size) != BO_SENTINEL) { fprintf(stderr, "Buffer overflow in %s\n", bo->name); } v3d_bo_map(bo); memcpy(bo->map, sim_bo->vaddr, bo->size); } return 0; } #if 0 static void v3d_dump_to_file(struct v3d_exec_info *exec) { static int dumpno = 0; struct drm_v3d_get_hang_state *state; struct drm_v3d_get_hang_state_bo *bo_state; unsigned int dump_version = 0; if (!(v3d_debug & VC5_DEBUG_DUMP)) return; state = calloc(1, sizeof(*state)); int unref_count = 0; list_for_each_entry_safe(struct drm_v3d_bo, bo, &exec->unref_list, unref_head) { unref_count++; } /* Add one more for the overflow area that isn't wrapped in a BO. */ state->bo_count = exec->bo_count + unref_count + 1; bo_state = calloc(state->bo_count, sizeof(*bo_state)); char *filename = NULL; asprintf(&filename, "v3d-dri-%d.dump", dumpno++); FILE *f = fopen(filename, "w+"); if (!f) { fprintf(stderr, "Couldn't open %s: %s", filename, strerror(errno)); return; } fwrite(&dump_version, sizeof(dump_version), 1, f); state->ct0ca = exec->ct0ca; state->ct0ea = exec->ct0ea; state->ct1ca = exec->ct1ca; state->ct1ea = exec->ct1ea; state->start_bin = exec->ct0ca; state->start_render = exec->ct1ca; fwrite(state, sizeof(*state), 1, f); int i; for (i = 0; i < exec->bo_count; i++) { struct drm_gem_cma_object *cma_bo = exec->bo[i]; bo_state[i].handle = i; /* Not used by the parser. */ bo_state[i].paddr = cma_bo->paddr; bo_state[i].size = cma_bo->base.size; } list_for_each_entry_safe(struct drm_v3d_bo, bo, &exec->unref_list, unref_head) { struct drm_gem_cma_object *cma_bo = &bo->base; bo_state[i].handle = 0; bo_state[i].paddr = cma_bo->paddr; bo_state[i].size = cma_bo->base.size; i++; } /* Add the static overflow memory area. */ bo_state[i].handle = exec->bo_count; bo_state[i].paddr = sim_state.overflow->ofs; bo_state[i].size = sim_state.overflow->size; i++; fwrite(bo_state, sizeof(*bo_state), state->bo_count, f); for (int i = 0; i < exec->bo_count; i++) { struct drm_gem_cma_object *cma_bo = exec->bo[i]; fwrite(cma_bo->vaddr, cma_bo->base.size, 1, f); } list_for_each_entry_safe(struct drm_v3d_bo, bo, &exec->unref_list, unref_head) { struct drm_gem_cma_object *cma_bo = &bo->base; fwrite(cma_bo->vaddr, cma_bo->base.size, 1, f); } void *overflow = calloc(1, sim_state.overflow->size); fwrite(overflow, 1, sim_state.overflow->size, f); free(overflow); free(state); free(bo_state); fclose(f); } #endif int v3d_simulator_flush(struct v3d_context *v3d, struct drm_v3d_submit_cl *submit, struct v3d_job *job) { struct v3d_screen *screen = v3d->screen; int fd = screen->fd; struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); struct v3d_surface *csurf = v3d_surface(v3d->framebuffer.cbufs[0]); struct v3d_resource *ctex = csurf ? v3d_resource(csurf->base.texture) : NULL; struct v3d_simulator_bo *csim_bo = ctex ? v3d_get_simulator_bo(file, ctex->bo->handle) : NULL; uint32_t winsys_stride = ctex ? csim_bo->winsys_stride : 0; uint32_t sim_stride = ctex ? ctex->slices[0].stride : 0; uint32_t row_len = MIN2(sim_stride, winsys_stride); int ret; if (ctex && csim_bo->winsys_map) { #if 0 fprintf(stderr, "%dx%d %d %d %d\n", ctex->base.b.width0, ctex->base.b.height0, winsys_stride, sim_stride, ctex->bo->size); #endif for (int y = 0; y < ctex->base.height0; y++) { memcpy(ctex->bo->map + y * sim_stride, csim_bo->winsys_map + y * winsys_stride, row_len); } } ret = v3d_simulator_pin_bos(fd, job); if (ret) return ret; //v3d_dump_to_file(&exec); if (sim_state.ver >= 41) v3d41_simulator_flush(sim_state.v3d, submit, file->gmp->ofs); else v3d33_simulator_flush(sim_state.v3d, submit, file->gmp->ofs); ret = v3d_simulator_unpin_bos(fd, job); if (ret) return ret; if (ctex && csim_bo->winsys_map) { for (int y = 0; y < ctex->base.height0; y++) { memcpy(csim_bo->winsys_map + y * winsys_stride, ctex->bo->map + y * sim_stride, row_len); } } return 0; } /** * Map the underlying GEM object from the real hardware GEM handle. */ static void * v3d_simulator_map_winsys_bo(int fd, struct v3d_simulator_bo *sim_bo) { int ret; void *map; struct drm_mode_map_dumb map_dumb = { .handle = sim_bo->handle, }; ret = drmIoctl(fd, DRM_IOCTL_MODE_MAP_DUMB, &map_dumb); if (ret != 0) { fprintf(stderr, "map ioctl failure\n"); abort(); } map = mmap(NULL, sim_bo->size, PROT_READ | PROT_WRITE, MAP_SHARED, fd, map_dumb.offset); if (map == MAP_FAILED) { fprintf(stderr, "mmap of bo %d (offset 0x%016llx, size %d) failed\n", sim_bo->handle, (long long)map_dumb.offset, (int)sim_bo->size); abort(); } return map; } /** * Do fixups after a BO has been opened from a handle. * * This could be done at DRM_IOCTL_GEM_OPEN/DRM_IOCTL_GEM_PRIME_FD_TO_HANDLE * time, but we're still using drmPrimeFDToHandle() so we have this helper to * be called afterward instead. */ void v3d_simulator_open_from_handle(int fd, uint32_t winsys_stride, int handle, uint32_t size) { struct v3d_simulator_bo *sim_bo = v3d_create_simulator_bo(fd, handle, size); sim_bo->winsys_stride = winsys_stride; sim_bo->winsys_map = v3d_simulator_map_winsys_bo(fd, sim_bo); } /** * Simulated ioctl(fd, DRM_VC5_CREATE_BO) implementation. * * Making a VC5 BO is just a matter of making a corresponding BO on the host. */ static int v3d_simulator_create_bo_ioctl(int fd, struct drm_v3d_create_bo *args) { int ret; struct drm_mode_create_dumb create = { .width = 128, .bpp = 8, .height = (args->size + 127) / 128, }; ret = drmIoctl(fd, DRM_IOCTL_MODE_CREATE_DUMB, &create); assert(create.size >= args->size); args->handle = create.handle; struct v3d_simulator_bo *sim_bo = v3d_create_simulator_bo(fd, create.handle, args->size); args->offset = sim_bo->block->ofs; return ret; } /** * Simulated ioctl(fd, DRM_VC5_MMAP_BO) implementation. * * We just pass this straight through to dumb mmap. */ static int v3d_simulator_mmap_bo_ioctl(int fd, struct drm_v3d_mmap_bo *args) { int ret; struct drm_mode_map_dumb map = { .handle = args->handle, }; ret = drmIoctl(fd, DRM_IOCTL_MODE_MAP_DUMB, &map); args->offset = map.offset; return ret; } static int v3d_simulator_get_bo_offset_ioctl(int fd, struct drm_v3d_get_bo_offset *args) { struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); struct v3d_simulator_bo *sim_bo = v3d_get_simulator_bo(file, args->handle); args->offset = sim_bo->block->ofs; return 0; } static int v3d_simulator_gem_close_ioctl(int fd, struct drm_gem_close *args) { /* Free the simulator's internal tracking. */ struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); struct v3d_simulator_bo *sim_bo = v3d_get_simulator_bo(file, args->handle); v3d_free_simulator_bo(sim_bo); /* Pass the call on down. */ return drmIoctl(fd, DRM_IOCTL_GEM_CLOSE, args); } static int v3d_simulator_get_param_ioctl(int fd, struct drm_v3d_get_param *args) { if (sim_state.ver >= 41) return v3d41_simulator_get_param_ioctl(sim_state.v3d, args); else return v3d33_simulator_get_param_ioctl(sim_state.v3d, args); } int v3d_simulator_ioctl(int fd, unsigned long request, void *args) { switch (request) { case DRM_IOCTL_V3D_CREATE_BO: return v3d_simulator_create_bo_ioctl(fd, args); case DRM_IOCTL_V3D_MMAP_BO: return v3d_simulator_mmap_bo_ioctl(fd, args); case DRM_IOCTL_V3D_GET_BO_OFFSET: return v3d_simulator_get_bo_offset_ioctl(fd, args); case DRM_IOCTL_V3D_WAIT_BO: /* We do all of the v3d rendering synchronously, so we just * return immediately on the wait ioctls. This ignores any * native rendering to the host BO, so it does mean we race on * front buffer rendering. */ return 0; case DRM_IOCTL_V3D_GET_PARAM: return v3d_simulator_get_param_ioctl(fd, args); case DRM_IOCTL_GEM_CLOSE: return v3d_simulator_gem_close_ioctl(fd, args); case DRM_IOCTL_GEM_OPEN: case DRM_IOCTL_GEM_FLINK: return drmIoctl(fd, request, args); default: fprintf(stderr, "Unknown ioctl 0x%08x\n", (int)request); abort(); } } static void v3d_simulator_init_global(const struct v3d_device_info *devinfo) { mtx_lock(&sim_state.mutex); if (sim_state.refcount++) { mtx_unlock(&sim_state.mutex); return; } sim_state.v3d = v3d_hw_auto_new(NULL); v3d_hw_alloc_mem(sim_state.v3d, 1024 * 1024 * 1024); sim_state.mem_base = v3d_hw_get_mem(sim_state.v3d, &sim_state.mem_size, &sim_state.mem); /* Allocate from anywhere from 4096 up. We don't allocate at 0, * because for OQs and some other addresses in the HW, 0 means * disabled. */ sim_state.heap = u_mmInit(4096, sim_state.mem_size - 4096); /* Make a block of 0xd0 at address 0 to make sure we don't screw up * and land there. */ struct mem_block *b = u_mmAllocMem(sim_state.heap, 4096, GMP_ALIGN2, 0); memset(sim_state.mem + b->ofs - sim_state.mem_base, 0xd0, 4096); sim_state.ver = v3d_hw_get_version(sim_state.v3d); mtx_unlock(&sim_state.mutex); sim_state.fd_map = _mesa_hash_table_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal); if (sim_state.ver >= 41) v3d41_simulator_init_regs(sim_state.v3d); else v3d33_simulator_init_regs(sim_state.v3d); } void v3d_simulator_init(struct v3d_screen *screen) { v3d_simulator_init_global(&screen->devinfo); screen->sim_file = rzalloc(screen, struct v3d_simulator_file); struct v3d_simulator_file *sim_file = screen->sim_file; screen->sim_file->bo_map = _mesa_hash_table_create(screen->sim_file, _mesa_hash_pointer, _mesa_key_pointer_equal); mtx_lock(&sim_state.mutex); _mesa_hash_table_insert(sim_state.fd_map, int_to_key(screen->fd + 1), screen->sim_file); mtx_unlock(&sim_state.mutex); sim_file->gmp = u_mmAllocMem(sim_state.heap, 8096, GMP_ALIGN2, 0); sim_file->gmp_vaddr = (sim_state.mem + sim_file->gmp->ofs - sim_state.mem_base); } void v3d_simulator_destroy(struct v3d_screen *screen) { mtx_lock(&sim_state.mutex); if (!--sim_state.refcount) { _mesa_hash_table_destroy(sim_state.fd_map, NULL); u_mmDestroy(sim_state.heap); /* No memsetting the struct, because it contains the mutex. */ sim_state.mem = NULL; } mtx_unlock(&sim_state.mutex); } #endif /* USE_V3D_SIMULATOR */