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path: root/drivers/gpu/drm/vc4/vc4_validate.c
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Diffstat (limited to 'drivers/gpu/drm/vc4/vc4_validate.c')
-rw-r--r--drivers/gpu/drm/vc4/vc4_validate.c24
1 files changed, 19 insertions, 5 deletions
diff --git a/drivers/gpu/drm/vc4/vc4_validate.c b/drivers/gpu/drm/vc4/vc4_validate.c
index 26503e307438..9fd171c361c2 100644
--- a/drivers/gpu/drm/vc4/vc4_validate.c
+++ b/drivers/gpu/drm/vc4/vc4_validate.c
@@ -644,6 +644,13 @@ reloc_tex(struct vc4_exec_info *exec,
 		cpp = 1;
 		break;
 	case VC4_TEXTURE_TYPE_ETC1:
+		/* ETC1 is arranged as 64-bit blocks, where each block is 4x4
+		 * pixels.
+		 */
+		cpp = 8;
+		width = (width + 3) >> 2;
+		height = (height + 3) >> 2;
+		break;
 	case VC4_TEXTURE_TYPE_BW1:
 	case VC4_TEXTURE_TYPE_A4:
 	case VC4_TEXTURE_TYPE_A1:
@@ -782,11 +789,6 @@ validate_gl_shader_rec(struct drm_device *dev,
 	exec->shader_rec_v += roundup(packet_size, 16);
 	exec->shader_rec_size -= packet_size;
 
-	if (!(*(uint16_t *)pkt_u & VC4_SHADER_FLAG_FS_SINGLE_THREAD)) {
-		DRM_ERROR("Multi-threaded fragment shaders not supported.\n");
-		return -EINVAL;
-	}
-
 	for (i = 0; i < shader_reloc_count; i++) {
 		if (src_handles[i] > exec->bo_count) {
 			DRM_ERROR("Shader handle %d too big\n", src_handles[i]);
@@ -803,6 +805,18 @@ validate_gl_shader_rec(struct drm_device *dev,
 			return -EINVAL;
 	}
 
+	if (((*(uint16_t *)pkt_u & VC4_SHADER_FLAG_FS_SINGLE_THREAD) == 0) !=
+	    to_vc4_bo(&bo[0]->base)->validated_shader->is_threaded) {
+		DRM_ERROR("Thread mode of CL and FS do not match\n");
+		return -EINVAL;
+	}
+
+	if (to_vc4_bo(&bo[1]->base)->validated_shader->is_threaded ||
+	    to_vc4_bo(&bo[2]->base)->validated_shader->is_threaded) {
+		DRM_ERROR("cs and vs cannot be threaded\n");
+		return -EINVAL;
+	}
+
 	for (i = 0; i < shader_reloc_count; i++) {
 		struct vc4_validated_shader_info *validated_shader;
 		uint32_t o = shader_reloc_offsets[i];