/* * 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 V3D simulation on top of a non-V3D GEM fd. * * This file's goal is to emulate the V3D ioctls' behavior in the kernel on * top of the simpenrose software simulator. Generally, V3D 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 V3D is going to use, which of course * doesn't work out in practice. This means that for now, only DRI3 (V3D * makes the winsys BOs) is supported, not DRI2 (window system makes the winys * BOs). */ #ifdef USE_V3D_SIMULATOR #include #include #include "c11/threads.h" #include "util/hash_table.h" #include "util/ralloc.h" #include "util/set.h" #include "util/u_dynarray.h" #include "util/u_memory.h" #include "util/u_mm.h" #include "util/u_math.h" #include #include "drm-uapi/i915_drm.h" #include "drm-uapi/v3d_drm.h" #include "v3d_simulator.h" #include "v3d_simulator_wrapper.h" /** Global (across GEM fds) state for the simulator */ static struct v3d_simulator_state { mtx_t mutex; mtx_t submit_lock; 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. */ uint32_t mem_size; struct mem_block *heap; struct mem_block *overflow; /** Mapping from GEM fd to struct v3d_simulator_file * */ struct hash_table *fd_map; /** Last performance monitor ID. */ uint32_t last_perfid; struct util_dynarray bin_oom; 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; /** Dynamic array with performance monitors */ struct v3d_simulator_perfmon **perfmons; uint32_t perfmons_size; uint32_t active_perfid; struct mem_block *gmp; void *gmp_vaddr; /** Actual GEM fd is i915, so we should use their create ioctl. */ bool is_i915; }; /** 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; uint64_t mmap_offset; void *sim_vaddr; void *gem_vaddr; int handle; }; struct v3d_simulator_perfmon { uint32_t ncounters; uint8_t counters[DRM_V3D_MAX_PERF_COUNTERS]; uint64_t values[DRM_V3D_MAX_PERF_COUNTERS]; }; static void * int_to_key(int key) { return (void *)(uintptr_t)key; } #define PERFMONS_ALLOC_SIZE 100 static uint32_t perfmons_next_id(struct v3d_simulator_file *sim_file) { sim_state.last_perfid++; if (sim_state.last_perfid > sim_file->perfmons_size) { sim_file->perfmons_size += PERFMONS_ALLOC_SIZE; sim_file->perfmons = reralloc(sim_file, sim_file->perfmons, struct v3d_simulator_perfmon *, sim_file->perfmons_size); } return sim_state.last_perfid; } 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, 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; 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; /* Allocate space for the buffer in simulator memory. */ sim_bo->sim_vaddr = sim_state.mem + sim_bo->block->ofs - sim_state.mem_base; memset(sim_bo->sim_vaddr, 0xd0, size); *(uint32_t *)(sim_bo->sim_vaddr + sim_bo->size) = BO_SENTINEL; return sim_bo; } static struct v3d_simulator_bo * v3d_create_simulator_bo_for_gem(int fd, int handle, unsigned size) { struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); struct v3d_simulator_bo *sim_bo = v3d_create_simulator_bo(fd, size); sim_bo->handle = handle; /* Map the GEM buffer for copy in/out to the simulator. i915 blocks * dumb mmap on render nodes, so use their ioctl directly if we're on * one. */ int ret; if (file->is_i915) { struct drm_i915_gem_mmap_gtt map = { .handle = handle, }; /* We could potentially use non-gtt (cached) for LLC systems, * but the copy-in/out won't be the limiting factor on * simulation anyway. */ ret = drmIoctl(fd, DRM_IOCTL_I915_GEM_MMAP_GTT, &map); sim_bo->mmap_offset = map.offset; } else { struct drm_mode_map_dumb map = { .handle = handle, }; ret = drmIoctl(fd, DRM_IOCTL_MODE_MAP_DUMB, &map); sim_bo->mmap_offset = map.offset; } if (ret) { fprintf(stderr, "Failed to get MMAP offset: %d\n", ret); abort(); } sim_bo->gem_vaddr = mmap(NULL, sim_bo->size, PROT_READ | PROT_WRITE, MAP_SHARED, fd, sim_bo->mmap_offset); if (sim_bo->gem_vaddr == MAP_FAILED) { fprintf(stderr, "mmap of bo %d (offset 0x%016llx, size %d) failed\n", handle, (long long)sim_bo->mmap_offset, sim_bo->size); abort(); } /* 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 int bin_fd; uint32_t v3d_simulator_get_spill(uint32_t spill_size) { struct v3d_simulator_bo *sim_bo = v3d_create_simulator_bo(bin_fd, spill_size); util_dynarray_append(&sim_state.bin_oom, struct v3d_simulator_bo *, sim_bo); return sim_bo->block->ofs; } static void v3d_free_simulator_bo(struct v3d_simulator_bo *sim_bo) { struct v3d_simulator_file *sim_file = sim_bo->file; set_gmp_flags(sim_file, sim_bo->block->ofs, sim_bo->size, 0x0); if (sim_bo->gem_vaddr) munmap(sim_bo->gem_vaddr, sim_bo->size); mtx_lock(&sim_state.mutex); u_mmFreeMem(sim_bo->block); if (sim_bo->handle) { _mesa_hash_table_remove_key(sim_file->bo_map, int_to_key(sim_bo->handle)); } 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) { if (gem_handle == 0) return NULL; 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 void v3d_simulator_copy_in_handle(struct v3d_simulator_file *file, int handle) { struct v3d_simulator_bo *sim_bo = v3d_get_simulator_bo(file, handle); if (!sim_bo) return; memcpy(sim_bo->sim_vaddr, sim_bo->gem_vaddr, sim_bo->size); } static void v3d_simulator_copy_out_handle(struct v3d_simulator_file *file, int handle) { struct v3d_simulator_bo *sim_bo = v3d_get_simulator_bo(file, handle); if (!sim_bo) return; memcpy(sim_bo->gem_vaddr, sim_bo->sim_vaddr, sim_bo->size); if (*(uint32_t *)(sim_bo->sim_vaddr + sim_bo->size) != BO_SENTINEL) { fprintf(stderr, "Buffer overflow in handle %d\n", handle); } } static int v3d_simulator_pin_bos(struct v3d_simulator_file *file, struct drm_v3d_submit_cl *submit) { uint32_t *bo_handles = (uint32_t *)(uintptr_t)submit->bo_handles; for (int i = 0; i < submit->bo_handle_count; i++) v3d_simulator_copy_in_handle(file, bo_handles[i]); return 0; } static int v3d_simulator_unpin_bos(struct v3d_simulator_file *file, struct drm_v3d_submit_cl *submit) { uint32_t *bo_handles = (uint32_t *)(uintptr_t)submit->bo_handles; for (int i = 0; i < submit->bo_handle_count; i++) v3d_simulator_copy_out_handle(file, bo_handles[i]); return 0; } static struct v3d_simulator_perfmon * v3d_get_simulator_perfmon(int fd, uint32_t perfid) { if (!perfid || perfid > sim_state.last_perfid) return NULL; struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); mtx_lock(&sim_state.mutex); assert(perfid <= file->perfmons_size); struct v3d_simulator_perfmon *perfmon = file->perfmons[perfid - 1]; mtx_unlock(&sim_state.mutex); return perfmon; } static void v3d_simulator_perfmon_switch(int fd, uint32_t perfid) { struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); struct v3d_simulator_perfmon *perfmon; if (perfid == file->active_perfid) return; perfmon = v3d_get_simulator_perfmon(fd, file->active_perfid); if (perfmon) v3d41_simulator_perfmon_stop(sim_state.v3d, perfmon->ncounters, perfmon->values); perfmon = v3d_get_simulator_perfmon(fd, perfid); if (perfmon) v3d41_simulator_perfmon_start(sim_state.v3d, perfmon->ncounters, perfmon->counters); file->active_perfid = perfid; } static int v3d_simulator_submit_cl_ioctl(int fd, struct drm_v3d_submit_cl *submit) { struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); int ret; ret = v3d_simulator_pin_bos(file, submit); if (ret) return ret; mtx_lock(&sim_state.submit_lock); bin_fd = fd; v3d_simulator_perfmon_switch(fd, submit->perfmon_id); if (sim_state.ver >= 41) v3d41_simulator_submit_cl_ioctl(sim_state.v3d, submit, file->gmp->ofs); else v3d33_simulator_submit_cl_ioctl(sim_state.v3d, submit, file->gmp->ofs); util_dynarray_foreach(&sim_state.bin_oom, struct v3d_simulator_bo *, sim_bo) { v3d_free_simulator_bo(*sim_bo); } util_dynarray_clear(&sim_state.bin_oom); mtx_unlock(&sim_state.submit_lock); ret = v3d_simulator_unpin_bos(file, submit); if (ret) return ret; return 0; } /** * 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, int handle, uint32_t size) { v3d_create_simulator_bo_for_gem(fd, handle, size); } /** * Simulated ioctl(fd, DRM_V3D_CREATE_BO) implementation. * * Making a V3D 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) { struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); /* i915 bans dumb create on render nodes, so we have to use their * native ioctl in case we're on a render node. */ int ret; if (file->is_i915) { struct drm_i915_gem_create create = { .size = args->size, }; ret = drmIoctl(fd, DRM_IOCTL_I915_GEM_CREATE, &create); args->handle = create.handle; } else { 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(ret != 0 || create.size >= args->size); args->handle = create.handle; } if (ret == 0) { struct v3d_simulator_bo *sim_bo = v3d_create_simulator_bo_for_gem(fd, args->handle, args->size); args->offset = sim_bo->block->ofs; } return ret; } /** * Simulated ioctl(fd, DRM_V3D_MMAP_BO) implementation. * * We've already grabbed the mmap offset when we created the sim bo, so just * return it. */ static int v3d_simulator_mmap_bo_ioctl(int fd, struct drm_v3d_mmap_bo *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->mmap_offset; return 0; } 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); } static int v3d_simulator_submit_tfu_ioctl(int fd, struct drm_v3d_submit_tfu *args) { struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); int ret; v3d_simulator_copy_in_handle(file, args->bo_handles[0]); v3d_simulator_copy_in_handle(file, args->bo_handles[1]); v3d_simulator_copy_in_handle(file, args->bo_handles[2]); v3d_simulator_copy_in_handle(file, args->bo_handles[3]); if (sim_state.ver >= 41) ret = v3d41_simulator_submit_tfu_ioctl(sim_state.v3d, args); else ret = v3d33_simulator_submit_tfu_ioctl(sim_state.v3d, args); v3d_simulator_copy_out_handle(file, args->bo_handles[0]); return ret; } static int v3d_simulator_submit_csd_ioctl(int fd, struct drm_v3d_submit_csd *args) { struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); uint32_t *bo_handles = (uint32_t *)(uintptr_t)args->bo_handles; int ret; for (int i = 0; i < args->bo_handle_count; i++) v3d_simulator_copy_in_handle(file, bo_handles[i]); v3d_simulator_perfmon_switch(fd, args->perfmon_id); if (sim_state.ver >= 41) ret = v3d41_simulator_submit_csd_ioctl(sim_state.v3d, args, file->gmp->ofs); else ret = -1; for (int i = 0; i < args->bo_handle_count; i++) v3d_simulator_copy_out_handle(file, bo_handles[i]); return ret; } static int v3d_simulator_perfmon_create_ioctl(int fd, struct drm_v3d_perfmon_create *args) { struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); if (args->ncounters == 0 || args->ncounters > DRM_V3D_MAX_PERF_COUNTERS) return -EINVAL; struct v3d_simulator_perfmon *perfmon = rzalloc(file, struct v3d_simulator_perfmon); perfmon->ncounters = args->ncounters; for (int i = 0; i < args->ncounters; i++) { if (args->counters[i] >= V3D_PERFCNT_NUM) { ralloc_free(perfmon); return -EINVAL; } else { perfmon->counters[i] = args->counters[i]; } } mtx_lock(&sim_state.mutex); args->id = perfmons_next_id(file); file->perfmons[args->id - 1] = perfmon; mtx_unlock(&sim_state.mutex); return 0; } static int v3d_simulator_perfmon_destroy_ioctl(int fd, struct drm_v3d_perfmon_destroy *args) { struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); struct v3d_simulator_perfmon *perfmon = v3d_get_simulator_perfmon(fd, args->id); if (!perfmon) return -EINVAL; mtx_lock(&sim_state.mutex); file->perfmons[args->id - 1] = NULL; mtx_unlock(&sim_state.mutex); ralloc_free(perfmon); return 0; } static int v3d_simulator_perfmon_get_values_ioctl(int fd, struct drm_v3d_perfmon_get_values *args) { struct v3d_simulator_file *file = v3d_get_simulator_file_for_fd(fd); mtx_lock(&sim_state.submit_lock); /* Stop the perfmon if it is still active */ if (args->id == file->active_perfid) v3d_simulator_perfmon_switch(fd, 0); mtx_unlock(&sim_state.submit_lock); struct v3d_simulator_perfmon *perfmon = v3d_get_simulator_perfmon(fd, args->id); if (!perfmon) return -EINVAL; memcpy((void *)args->values_ptr, perfmon->values, perfmon->ncounters * sizeof(uint64_t)); return 0; } int v3d_simulator_ioctl(int fd, unsigned long request, void *args) { switch (request) { case DRM_IOCTL_V3D_SUBMIT_CL: return v3d_simulator_submit_cl_ioctl(fd, args); 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_V3D_SUBMIT_TFU: return v3d_simulator_submit_tfu_ioctl(fd, args); case DRM_IOCTL_V3D_SUBMIT_CSD: return v3d_simulator_submit_csd_ioctl(fd, args); case DRM_IOCTL_V3D_PERFMON_CREATE: return v3d_simulator_perfmon_create_ioctl(fd, args); case DRM_IOCTL_V3D_PERFMON_DESTROY: return v3d_simulator_perfmon_destroy_ioctl(fd, args); case DRM_IOCTL_V3D_PERFMON_GET_VALUES: return v3d_simulator_perfmon_get_values_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(); } } uint32_t v3d_simulator_get_mem_size(void) { return sim_state.mem_size; } static void v3d_simulator_init_global() { 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); util_dynarray_init(&sim_state.bin_oom, NULL); if (sim_state.ver >= 41) v3d41_simulator_init_regs(sim_state.v3d); else v3d33_simulator_init_regs(sim_state.v3d); } struct v3d_simulator_file * v3d_simulator_init(int fd) { v3d_simulator_init_global(); struct v3d_simulator_file *sim_file = rzalloc(NULL, struct v3d_simulator_file); drmVersionPtr version = drmGetVersion(fd); if (version && strncmp(version->name, "i915", version->name_len) == 0) sim_file->is_i915 = true; drmFreeVersion(version); sim_file->bo_map = _mesa_hash_table_create(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(fd + 1), 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); memset(sim_file->gmp_vaddr, 0, 8096); return sim_file; } void v3d_simulator_destroy(struct v3d_simulator_file *sim_file) { mtx_lock(&sim_state.mutex); if (!--sim_state.refcount) { _mesa_hash_table_destroy(sim_state.fd_map, NULL); util_dynarray_fini(&sim_state.bin_oom); u_mmDestroy(sim_state.heap); /* No memsetting the struct, because it contains the mutex. */ sim_state.mem = NULL; } mtx_unlock(&sim_state.mutex); ralloc_free(sim_file); } #endif /* USE_V3D_SIMULATOR */