msm: kgsl: snapshot: Support loading more indirect buffers
User side drivers are starting to use more indirect buffers
for CP_LOAD_STATE, so expand the snapshot to support grabbing
all of the possible combinations.
Change-Id: Ic0dedbadff743d03b5accb2a0299ab5dc0bc1a61
Signed-off-by: Jordan Crouse <jcrouse@codeaurora.org>
diff --git a/drivers/gpu/msm/adreno_snapshot.c b/drivers/gpu/msm/adreno_snapshot.c
index 5572695..86cffb00 100644
--- a/drivers/gpu/msm/adreno_snapshot.c
+++ b/drivers/gpu/msm/adreno_snapshot.c
@@ -161,6 +161,22 @@
static unsigned int sp_vs_pvt_mem_addr;
static unsigned int sp_fs_pvt_mem_addr;
+/*
+ * Each load state block has two possible types. Each type has a different
+ * number of dwords per unit. Use this handy lookup table to make sure
+ * we dump the right amount of data from the indirect buffer
+ */
+
+static int load_state_unit_sizes[7][2] = {
+ { 2, 4 },
+ { 0, 1 },
+ { 2, 4 },
+ { 0, 1 },
+ { 8, 2 },
+ { 8, 2 },
+ { 8, 2 },
+};
+
static void ib_parse_load_state(struct kgsl_device *device, unsigned int *pkt,
unsigned int ptbase)
{
@@ -170,11 +186,9 @@
* The object here is to find indirect shaders i.e - shaders loaded from
* GPU memory instead of directly in the command. These should be added
* to the list of memory objects to dump. So look at the load state
- * call and see if 1) the shader block is a shader (block = 4, 5 or 6)
- * 2) that the block is indirect (source = 4). If these all match then
- * add the memory address to the list. The size of the object will
- * differ depending on the type. Type 0 (instructions) are 8 dwords per
- * unit and type 1 (constants) are 2 dwords per unit.
+ * if the block is indirect (source = 4). If so then add the memory
+ * address to the list. The size of the object differs depending on the
+ * type per the load_state_unit_sizes array above.
*/
if (type3_pkt_size(pkt[0]) < 2)
@@ -192,9 +206,13 @@
source = (pkt[1] >> 16) & 0x07;
type = pkt[2] & 0x03;
- if ((block == 4 || block == 5 || block == 6) && source == 4) {
- int unitsize = (type == 0) ? 8 : 2;
- int ret;
+ if (source == 4) {
+ int unitsize, ret;
+
+ if (type == 0)
+ unitsize = load_state_unit_sizes[block][0];
+ else
+ unitsize = load_state_unit_sizes[block][1];
/* Freeze the GPU buffer containing the shader */