So, you're looking for a new game to sink your teeth into? Something challenging, maybe a little bit infuriating, and definitely memorable? Look no further than Level Devil. This deceptively simple platformer is a masterclass in trickery, constantly changing the rules and keeping you on your toes. But don't be intimidated! With a little patience (and maybe a stress ball), you can conquer its devilish design.
https://leveldevilfull.com
Gameplay: Expect the Unexpected
At its core, Level Devil is a 2D platformer. You control a little pixelated character tasked with reaching the exit door in each level. Sounds easy, right? Wrong. The beauty (and the frustration) lies in the unpredictable nature of the environment. Platforms crumble beneath your feet, spikes appear out of nowhere, and the ground itself can vanish unexpectedly.
Each level introduces new challenges, forcing you to adapt your strategy on the fly. You'll encounter moving platforms, disappearing blocks, and even gravity-defying puzzles. The real kicker? The layout of the levels often changes on each attempt, meaning memorization alone won't cut it. You need to be quick-witted and reactive.
The charm of Level Devil is its lack of hand-holding. There are no tutorials, no hints, and no mercy. You're thrown straight into the deep end, forced to learn from your mistakes (and trust me, there will be plenty). That feeling of finally overcoming a particularly difficult section is incredibly rewarding. It's a game that demands your full attention and rewards persistence.
Tips for Taming the Devil
While Level Devil thrives on its unpredictability, here are a few tips to help you navigate its treacherous landscape:
• Patience is Key: This game is designed to test your limits. Don't get discouraged by frequent deaths. Treat each attempt as a learning experience.
• Observe Carefully: Before making a move, take a moment to scan the environment. Look for subtle cues that might indicate impending danger.
• Embrace Failure: You will die. A lot. Embrace it as part of the learning process. Each death provides valuable insight into the level's design.
• Don't Overthink It: Sometimes, the solution is simpler than you think. Avoid overcomplicating your approach.
• Take Breaks: If you find yourself getting too frustrated, step away from the game for a while. Come back with a fresh perspective.
• Listen to the Sound: The game’s audio cues often hint at upcoming dangers. Pay close attention! Level Devil utilizes sound design to enhance the experience (and sometimes, to cleverly mislead you!).
Conclusion: A Test of Skill and Sanity
Level Devil isn't for the faint of heart. It's a challenging and often frustrating experience. However, it's also incredibly rewarding. The constant surprises, the need for quick thinking, and the sheer satisfaction of overcoming its devilish design make it a truly unique and memorable game. If you're looking for a platformer that will push you to your limits and leave you feeling accomplished, then Level Devil is definitely worth a try. Just be prepared to rage quit... and then come back for more.
Hi,
On Mon, Oct 23, 2023 at 10:25:50AM -0700, Doug Anderson wrote:
> On Mon, Oct 23, 2023 at 9:31 AM Yuran Pereira <yuran.pereira(a)hotmail.com> wrote:
> >
> > Since "Clean up checks for already prepared/enabled in panels" has
> > already been done and merged [1], I think there is no longer a need
> > for this item to be in the gpu TODO.
> >
> > [1] https://patchwork.freedesktop.org/patch/551421/
> >
> > Signed-off-by: Yuran Pereira <yuran.pereira(a)hotmail.com>
> > ---
> > Documentation/gpu/todo.rst | 25 -------------------------
> > 1 file changed, 25 deletions(-)
>
> It's not actually all done. It's in a bit of a limbo state right now,
> unfortunately. I landed all of the "simple" cases where panels were
> needlessly tracking prepare/enable, but the less simple cases are
> still outstanding.
>
> Specifically the issue is that many panels have code to properly power
> cycle themselves off at shutdown time and in order to do that they
> need to keep track of the prepare/enable state. After a big, long
> discussion [1] it was decided that we could get rid of all the panel
> code handling shutdown if only all relevant DRM KMS drivers would
> properly call drm_atomic_helper_shutdown().
>
> I made an attempt to get DRM KMS drivers to call
> drm_atomic_helper_shutdown() [2] [3] [4]. I was able to land the
> patches that went through drm-misc, but currently many of the
> non-drm-misc ones are blocked waiting for attention.
>
> ...so things that could be done to help out:
>
> a) Could review patches that haven't landed in [4]. Maybe adding a
> Reviewed-by tag would help wake up maintainers?
>
> b) Could see if you can identify panels that are exclusively used w/
> DRM drivers that have already been converted and then we could post
> patches for just those panels. I have no idea how easy this task would
> be. Is it enough to look at upstream dts files by "compatible" string?
I think it is, yes.
Maxime
Introduction to Wordle Unlimited Experience
Wordle Unlimited is an online word puzzle game that expands the classic word guessing concept into an endless format. Instead of waiting for a daily puzzle, players can enjoy continuous gameplay with unlimited attempts and unlimited rounds. This format makes it appealing for players who enjoy vocabulary challenges, logic thinking, and casual gaming without time restrictions. https://wordleunlimitedgame.org/
The main objective remains simple. Players try to guess a hidden five letter word within a limited number of attempts. After each guess, feedback is provided through color indicators that help narrow down the correct answer. This simple design combined with endless replay value makes Wordle Unlimited highly engaging for both beginners and experienced puzzle players.
How Wordle Unlimited Gameplay Works
Wordle Unlimited follows a straightforward set of rules that are easy to understand. Each round begins with a hidden word that players must discover. Players enter a five letter word as a guess, and the system responds with color coded hints.
Green indicates a correct letter in the correct position. Yellow indicates a correct letter in the wrong position. Gray indicates a letter that is not part of the hidden word. These feedback signals guide players toward the correct answer step by step.
Unlike traditional daily word puzzles, Wordle Unlimited allows continuous play without waiting periods. Players can restart instantly after finishing a round, making it suitable for practice, entertainment, or improving vocabulary skills. This unlimited structure also allows experimentation with different guessing strategies.
Key Features of Wordle Unlimited
One of the most important features of Wordle Unlimited is unlimited gameplay. Players are not restricted to a single puzzle per day, which increases engagement and learning opportunities. This feature is especially useful for users who enjoy repetitive practice or competitive improvement.
Another key feature is accessibility. The game runs directly in a web browser, meaning no installation is required. It works on desktop computers, tablets, and mobile devices, making it convenient for users in different environments.
Wordle Unlimited also maintains a simple interface. There are no complicated menus or distractions. The focus remains entirely on word solving. This minimal design helps players concentrate and improves the overall puzzle solving experience.
Additionally, the game supports learning and vocabulary development. Players are exposed to different word patterns and letter combinations, which can help improve language skills over time.
Effective Strategies for Winning Wordle Unlimited
A strong strategy in Wordle Unlimited begins with choosing a good starting word. Many players select words that contain common vowels and frequently used consonants. This approach increases the chance of identifying correct letters early in the game.
Another effective strategy is to avoid repeating incorrect letters. Once a letter is marked as gray, it is usually best to exclude it from future guesses. This helps narrow down possibilities more efficiently.
Players also benefit from analyzing letter placement carefully. When a letter is marked yellow, it should be repositioned in the next guess. This process of elimination is essential for solving puzzles in fewer attempts.
It is also helpful to think in word patterns rather than random guesses. English words often follow predictable structures, and recognizing these patterns can significantly improve success rates.
Finally, patience plays an important role. Rushing guesses can lead to repeated mistakes. Taking time to evaluate feedback from each attempt leads to more accurate solutions.
Benefits of Playing Wordle Unlimited Regularly
Playing Wordle Unlimited regularly offers several cognitive benefits. One major advantage is vocabulary improvement. Players are exposed to a wide range of words, which helps expand language knowledge over time.
Another benefit is mental exercise. Word puzzle games stimulate logical thinking, pattern recognition, and memory recall. These skills are useful in both academic and professional contexts.
Wordle Unlimited also provides stress relief for many players. The simple structure and short gameplay sessions make it a relaxing activity that can be enjoyed during breaks or free time.
In addition, the unlimited nature of the game allows continuous practice. This is especially beneficial for players who want to improve performance or challenge themselves with faster solving times.
Social interaction is another indirect benefit. Many players enjoy sharing results or competing with friends, which adds a fun and competitive element to the experience.
Why Wordle Unlimited Remains Popular
The popularity of Wordle Unlimited comes from its balance of simplicity and challenge. It does not require advanced gaming skills, yet it still offers a satisfying mental challenge. This combination makes it accessible to a wide audience.
The unlimited format also contributes to its popularity. Players are no longer restricted by daily limits, which means they can engage with the game whenever they want. This flexibility aligns well with modern digital habits.
Another reason for its popularity is its quick gameplay loop. Each round can be completed in a short time, making it ideal for casual entertainment. Despite its simplicity, the game continues to offer new challenges with every hidden word.
Conclusion on Wordle Unlimited Experience
Wordle Unlimited delivers a simple yet highly engaging word puzzle experience that appeals to players of all ages. With unlimited gameplay, easy rules, and strong cognitive benefits, it stands out as an effective and enjoyable word game.
Feeling the need for speed and a bit of winter fun, even when the weather outside is frightful? Then maybe it’s time to check out Snow Rider 3D. This simple but surprisingly addictive game offers a thrill of downhill skiing and snowboarding right from your browser, no downloads required. Let’s break down how to jump in and start enjoying this surprisingly engaging title.
https://snowriderfree.com/
Gameplay: Simple Controls, Endless Possibilities
The core gameplay of Snow Rider 3D is deceptively straightforward. You control your character's direction using the left and right arrow keys (or A and D). Your objective? Navigate through a series of procedurally generated slopes littered with obstacles. These obstacles range from simple ramps and rails to more challenging hazards like trees, snowdrifts, and even abandoned shacks.
The beauty of Snow Rider 3D lies in its physics. While simple, they feel surprisingly realistic. You'll need to anticipate turns, adjust your speed, and time your jumps to successfully navigate the terrain. A crash will reset you to the beginning of the course, so precision and patience are key.
The game offers different levels, each presenting a unique challenge. Some focus on speed and long jumps, while others demand skillful maneuvering through tight spaces. As you progress, you unlock new skins and sleds, adding a touch of customization to your experience. Think of it as a casual time-killer that can quickly turn into an hour-long obsession!
Tips for Mastering the Mountain:
Alright, so you're ready to hit the slopes. Here are a few tips to help you improve your runs and avoid those frustrating wipeouts:
Practice Makes Perfect: Don't get discouraged by early crashes. The more you play, the better you'll understand the physics and learn to anticipate the terrain.
Master the Turns: Smooth, controlled turns are essential for maintaining speed and avoiding obstacles. Practice feathering the arrow keys to make subtle adjustments.
Timing is Everything: When approaching jumps and ramps, pay close attention to your speed and angle. A well-timed jump can make all the difference.
Don't Be Afraid to Slow Down: Sometimes, the fastest route isn't the safest. Don't be afraid to ease off the gas and navigate tricky sections with caution. Consider looking up guides for specific levels of Snow Rider 3D at websites like Snow Rider 3D if you’re really struggling.
Experiment with Sleds and Skins: Different sleds may offer slight variations in handling. Try out different options to find one that suits your playstyle.
Conclusion: A Fun and Accessible Winter Escape
Snow Rider 3D is a surprisingly addictive and accessible game that’s perfect for a quick dose of winter fun. It's simple controls and challenging gameplay make it easy to pick up and play, while its procedural generation ensures that each run is a unique experience. So, whether you're looking for a casual time-killer or a challenging skill-based game, Snow Rider 3D is definitely worth checking out.
Ever dreamed of running your own bustling enterprise, watching your profits soar, and building an empire from humble beginnings? If so, you've likely stumbled upon the fascinating and surprisingly addictive world of store management games. These titles offer a unique blend of strategy, incremental growth, and the satisfying feeling of seeing your hard work pay off. And when it comes to the purest, most delightful form of this genre, one game stands out: https://cookieclickers.io/
The Sweet Simplicity of Cookie Clicker: A Gateway to Management
At its heart, Cookie Clicker is incredibly simple. You start with a single, humble cookie, and your goal is to click it to generate more cookies. These initial clicks are crucial, as they fund your first upgrades. Soon, you’ll be able to purchase "grandmas," who automatically bake cookies for you, freeing up your clicking finger. From there, the sky's the limit! You'll acquire farms, factories, mines, and even portals to other dimensions, all dedicated to the singular purpose of baking more and more cookies.
What makes Cookie Clicker so captivating is its elegant progression system. Each new upgrade and building provides a tangible boost to your cookie production, creating a satisfying feedback loop. The numbers on your screen grow exponentially, transforming from humble dozens to mind-boggling septillions and beyond. It’s a masterclass in incremental design, making every new purchase feel impactful and exciting.
Beyond the Click: Strategic Thinking and Exponential Growth
While the initial appeal of Cookie Clicker might be the simple act of clicking, true mastery lies in strategic decision-making. As your cookie empire expands, you'll be faced with choices:
Upgrade Prioritization: Should you invest in another Grandma, a new farm, or a powerful upgrade that boosts all your existing structures? Understanding the cost-benefit analysis of each option is key.
Synergies: Many upgrades have synergistic effects, meaning they become more powerful when paired with specific buildings. Discovering these combinations is a delightful puzzle.
Ascension and Prestige: Eventually, you’ll unlock the ability to “ascend,” resetting your game but granting you powerful "heavenly chips" that provide permanent bonuses. This meta-progression adds a whole new layer of long-term strategy, encouraging you to rethink your approach with each new playthrough.
These elements elevate Cookie Clicker from a simple clicking game to a genuinely engaging management simulation. It teaches you about exponential growth, compound interest (in a fun, cookie-filled way!), and the satisfaction of building something from nothing.
Tips for Aspiring Cookie Tycoons
If you’re ready to dive into the sweet, sweet world of Cookie Clicker, here are a few friendly tips to get you started:
Don't Be Afraid to Click! In the early game, your clicks are your most valuable resource. Keep that finger moving!
Invest in Grandmas Early: They're your first step towards automation and a steady cookie income.
Always Buy Upgrades: The small boosts they provide add up quickly and are often more cost-effective than new buildings in the short term.
Look for Golden Cookies: These appear randomly and offer temporary, powerful buffs. Clicking them can drastically boost your production!
Consider Ascending: While it seems daunting to reset your progress, the permanent bonuses you gain make future runs much faster and more efficient.
The Endless Appeal of Automation
Cookie Clicker, and store management games in general, tap into a fundamental human desire: the joy of creation and the satisfaction of watching systems work efficiently. There's a particular kind of quiet pleasure in setting up a well-oiled machine and observing its output multiply. So, if you're looking for a game that's easy to pick up, surprisingly deep, and immensely satisfying, give Cookie Clicker a try. You might just find yourself baking billions before you know it!
Using kunit to write tests for new work on dmabuf is coming up:
https://lore.kernel.org/all/26-v1-b5cab63049c0+191af-dmabuf_map_type_jgg@nv…
Replace the custom test framework with kunit to avoid maintaining two
concurrent test frameworks.
The conversion minimizes code changes and uses simple pattern-oriented
reworks to reduce the chance of breaking any tests. Aside from adding the
kunit_test_suite() boilerplate, the conversion follows a number of
patterns:
Test failures without cleanup. For example:
if (!ptr)
return -ENOMEM;
Becomes:
KUNIT_ASSERT_NOT_NULL(test, ptr);
In kunit ASSERT longjumps out of the test.
Check for error, fail and cleanup:
if (err) {
pr_err("msg\n");
goto cleanup;
}
Becomes:
if (err) {
KUNIT_FAIL(test, "msg");
goto cleanup;
}
Preserve the existing failure messages and cleanup code.
Cases where the test returns err but prints no message:
if (err)
goto cleanup;
Becomes:
if (err) {
KUNIT_FAIL(test, "msg");
goto cleanup;
}
Use KUNIT_FAIL to retain the 'cleanup on err' behavior.
Overall, the conversion is straightforward.
The result can be run with kunit.py:
$ tools/testing/kunit/kunit.py run --build_dir build_kunit_x86_64 --arch x86_64 --kunitconfig ./drivers/dma-buf/.kunitconfig
[20:37:23] Configuring KUnit Kernel ...
[20:37:23] Building KUnit Kernel ...
Populating config with:
$ make ARCH=x86_64 O=build_kunit_x86_64 olddefconfig
Building with:
$ make all compile_commands.json scripts_gdb ARCH=x86_64 O=build_kunit_x86_64 --jobs=20
[20:37:29] Starting KUnit Kernel (1/1)...
[20:37:29] ============================================================
Running tests with:
$ qemu-system-x86_64 -nodefaults -m 1024 -kernel build_kunit_x86_64/arch/x86/boot/bzImage -append 'kunit.enable=1 console=ttyS0 kunit_shutdown=reboot' -no-reboot -nographic -accel kvm -accel hvf -accel tcg -serial stdio -bios qboot.rom
[20:37:30] ================ dma-buf-resv (5 subtests) =================
[20:37:30] [PASSED] test_sanitycheck
[20:37:30] ===================== test_signaling ======================
[20:37:30] [PASSED] kernel
[20:37:30] [PASSED] write
[20:37:30] [PASSED] read
[20:37:30] [PASSED] bookkeep
[20:37:30] ================= [PASSED] test_signaling ==================
...
[20:37:35] Testing complete. Ran 50 tests: passed: 49, skipped: 1
[20:37:35] Elapsed time: 12.635s total, 0.001s configuring, 6.551s building, 6.017s running
One test that requires two CPUs is skipped since the default VM has a
single CPU and cannot run the test.
All other usual ways to run kunit work as well, and all tests are placed
in a module to provide more options for how they are run.
AI was used to do the large scale semantic search and replaces described
above, then everything was hand checked. AI also deduced the issue with
test_race_signal_callback() in a couple of seconds from the kunit
crash (!!), again was hand checked though I am not so familiar with this
test to be fully certain this is the best answer.
Jason Gunthorpe (5):
dma-buf: Change st-dma-resv.c to use kunit
dma-buf: Change st-dma-fence.c to use kunit
dma-buf: Change st-dma-fence-unwrap.c to use kunit
dma-buf: Change st-dma-fence-chain.c to use kunit
dma-buf: Remove the old selftest
drivers/dma-buf/.kunitconfig | 2 +
drivers/dma-buf/Kconfig | 11 +-
drivers/dma-buf/Makefile | 5 +-
drivers/dma-buf/selftest.c | 167 ---------------
drivers/dma-buf/selftest.h | 30 ---
drivers/dma-buf/selftests.h | 16 --
drivers/dma-buf/st-dma-fence-chain.c | 217 +++++++++----------
drivers/dma-buf/st-dma-fence-unwrap.c | 290 +++++++++++---------------
drivers/dma-buf/st-dma-fence.c | 200 ++++++++----------
drivers/dma-buf/st-dma-resv.c | 145 +++++++------
drivers/gpu/drm/i915/Kconfig.debug | 2 +-
11 files changed, 394 insertions(+), 691 deletions(-)
create mode 100644 drivers/dma-buf/.kunitconfig
delete mode 100644 drivers/dma-buf/selftest.c
delete mode 100644 drivers/dma-buf/selftest.h
delete mode 100644 drivers/dma-buf/selftests.h
base-commit: 41dae5ac5e157b0bb260f381eb3df2f4a4610205
--
2.43.0
Have you ever wondered what your life would look like if you made entirely different choices? Life simulation games have always been a fascinating genre for gamers, but few capture the unpredictable, hilarious, and sometimes chaotic nature of existence quite like Bitlife. Instead of relying on heavy 3D graphics, it is a text-based simulator that focuses entirely on the ripple effects of your decisions. It’s perfect for casual gaming sessions, so let's dive into how to play and get the most out of this quirky experience.
https://bitlifefree.io/
Gameplay: Growing Up, One Year at a Time
The premise of the game is incredibly simple but highly addictive. You are born with a random set of basic stats—Happiness, Health, Smarts, and Looks—in a random country to random parents. From there, you control your character's life year by year simply by tapping the "Age" button.
In your early years, your choices are understandably limited to things like interacting with your parents, going to the doctor, or playing with pets. But as you grow into a teenager and an adult, the world completely opens up. You can choose to study hard, drop out, date, travel the world, buy real estate, or even turn to a life of crime.
Every year, the game throws random scenarios at you: a classmate might insult you, you might be offered a questionable substance at a party, or you might find a wallet on the street. How you react directly impacts your stats and future opportunities. You might even have to pass mini-games, like navigating a maze for your driving test or escaping from prison. The ultimate goal is simply to live your life until your character passes away, leaving behind a unique legacy and a tombstone summarizing your deeds.
Tips for a Great Experience
If you are just starting out, here are a few tips to make your virtual life more successful—or at least more entertaining:
Keep an eye on your core stats: Your Health and Happiness are crucial. If they drop too low, your character might face early health issues. Go to the gym, meditate, go to the movies, or spend time with family to keep these bars in the green.
Education pays off (usually): If you want a high-paying, stable career like a doctor, judge, or CEO, use the "Study harder" option every year during school. Read books at the library to passively boost your Smarts stat.
Hunt for Ribbons: At the end of every life, you are awarded a ribbon based on how you lived (e.g., "Hero," "Scandalous," "Lazy," or "Rich"). Trying to collect all the different ribbons is a great way to give yourself specific goals.
Don't be afraid of the absurd: The real charm of the game is in its wild unpredictability. Sometimes, making terrible choices, trying to become a famous actor, or buying a crazy exotic pet leads to the most memorable playthroughs. Don't always play it safe!
Conclusion
Ultimately, the beauty of this simulator lies in its endless replayability. Every time you hit the button to start a new life, it is a completely blank slate. You can be a saint in one lifetime and an absolute menace to society in the next. Whether you have five minutes to kill on a bus commute or an hour to craft a sprawling, multi-generational family dynasty, diving into Bitlife offers a fun, lighthearted escape into a world where you pull all the strings. Give it a try, and see exactly where your choices take you!
This patch series introduces the Qualcomm DSP Accelerator (QDA) driver,
a DRM-based accelerator driver for Qualcomm DSPs. The driver provides a
standardized interface for offloading computational tasks to DSPs found
on Qualcomm SoCs, supporting all DSP domains.
The QDA driver implements the FastRPC protocol over the DRM accel
subsystem. It uses the same device-tree node structure as the existing
fastrpc driver in drivers/misc/. The approach for binding the QDA driver
to device-tree nodes while coexisting with the fastrpc driver is an open
item described below.
RFC thread: https://lore.kernel.org/dri-devel/20260224-qda-firstpost-v1-0-fe46a9c1a046@…
User-space staging branch
=========================
https://github.com/qualcomm/fastrpc/tree/accel/staging
Key Features
============
* Standard DRM accelerator interface via /dev/accel/accelN
* GEM-based buffer management with DMA-BUF import/export (PRIME)
* IOMMU-based memory isolation using per-process context banks
* FastRPC protocol implementation for DSP communication
* RPMsg transport layer for reliable message passing
* Support for all DSP domains (ADSP, CDSP, SDSP, GDSP)
* DRM IOCTL interface for DSP session management, buffer allocation,
and remote procedure invocation
Architecture
============
1. DRM Accelerator Framework Integration
The driver registers as a DRM accel device, exposing a standard
/dev/accel/accelN character device node. This provides established
DRM infrastructure for device management, file operations, and
IOCTL dispatch.
2. Memory Management
Buffers are managed as GEM objects with full PRIME support for
DMA-BUF import/export. This enables seamless buffer sharing with
other DRM drivers (GPU, camera, video) using standard kernel
mechanisms.
3. IOMMU Context Bank Management
IOMMU context banks (CBs) are represented as proper struct device
instances on a custom virtual bus (qda-compute-cb). Each CB device
is registered with the IOMMU subsystem and receives its own IOMMU
domain, enabling per-session address space isolation. The custom
bus was introduced because IOMMU context banks are synthetic
constructs — not real platform devices — and to ensure CB device
lifetime is strictly subordinate to the parent QDA device.
See also: https://lore.kernel.org/all/245d602f-3037-4ae3-9af9-d98f37258aae@oss.qualco…
4. Memory Manager Architecture
A pluggable memory manager coordinates IOMMU device assignment and
buffer allocation. The current implementation uses a DMA-coherent
backend with SID-prefixed DMA addresses for DSP firmware
compatibility.
5. Transport Layer
RPMsg communication is handled in a dedicated transport layer
(qda_rpmsg.c), separate from the core DRM driver logic.
6. Code Organization
The driver is organized across multiple files (~4600 lines total):
* qda_drv.c: Core driver and DRM integration
* qda_rpmsg.c: RPMsg transport layer
* qda_cb.c: Context bank device management
* qda_compute_bus.c: Custom virtual bus for CB devices
* qda_gem.c: GEM object management
* qda_prime.c: DMA-BUF import (PRIME)
* qda_memory_manager.c: IOMMU device registry and allocation
* qda_memory_dma.c: DMA-coherent allocation backend
* qda_fastrpc.c: FastRPC protocol implementation
* qda_ioctl.c: IOCTL dispatch
7. UAPI Design
The driver exposes DRM-style IOCTLs defined in
include/uapi/drm/qda_accel.h, following DRM UAPI conventions
(__u32/__u64 types, C++ guard, GPL-2.0-only WITH Linux-syscall-note).
Patch Series Organization
==========================
Patch 01: MAINTAINERS entry
Patch 02: Driver documentation (Documentation/accel/qda/)
Patches 03-04: Core driver skeleton and compute bus
Patch 05: iommu: Register qda-compute-cb bus with IOMMU subsystem
Patches 06-07: CB device enumeration and memory manager
Patch 08: QUERY IOCTL and UAPI header
Patches 09-11: GEM buffer management and PRIME import
Patches 12-15: FastRPC protocol (invoke, session create/release,
map/unmap)
Open Items
===========
1. Device-Tree Compatible String
The QDA driver uses the same device-tree node structure and
properties as the existing fastrpc driver in drivers/misc/. A
mechanism is needed to allow the QDA driver to bind to its device
node independently of the fastrpc driver.
The intended coexistence model is: platforms that require the
complete fastrpc feature set continue to use "qcom,fastrpc"; new
platforms where a feature available only in QDA takes priority, or
where QDA's current feature set is sufficient, use a QDA-specific
compatible string. New feature development is directed toward QDA
rather than the existing fastrpc driver. As QDA matures toward
feature parity with fastrpc, platforms can adopt the QDA-specific
compatible string exclusively.
The options under consideration are:
a) Add a new "qcom,qda" compatible string to the existing
qcom,fastrpc.yaml binding, since the DT node structure and
properties are identical. This avoids a separate binding file
but adds a QDA-specific string to a fastrpc binding.
b) Introduce a separate qcom,qda.yaml binding that references or
inherits the fastrpc binding properties.
Seeking guidance from DT binding maintainers on the preferred
approach.
2. Privilege Level Management
Currently, daemon processes and user processes have the same access
level as both use the same accel device node. This needs to be
addressed as daemons attach to privileged DSP protection domains
and require higher privilege levels for system-level operations.
Seeking guidance on the best approach: separate device nodes,
capability-based checks, or DRM master/authentication mechanisms.
3. UAPI Compatibility Layer
A compatibility layer is needed to facilitate migration of client
applications from the existing FastRPC UAPI to the new QDA UAPI,
ensuring a smooth transition for existing userspace code. Seeking
guidance on the preferred implementation approach: in-kernel
translation layer, userspace wrapper library, or hybrid solution.
An initial evaluation of an in-kernel translation shim was
performed, where legacy FastRPC device nodes (/dev/fastrpc-*) are
exposed and requests are internally routed to the QDA accel driver.
The goal was to keep the compatibility layer minimal, reuse existing
QDA helper paths (attach, buffer allocation, mapping, etc.), and
avoid duplication of GEM and buffer management logic.
However, the following challenges were identified:
a) Dependency on drm_file for QDA helpers
QDA relies on GEM-backed allocations and per-client handle
namespaces, which require a valid struct drm_file. Since GEM
handles are scoped per drm_file, the compatibility layer cannot
directly reuse QDA helper paths without establishing a proper
drm_file context for each client.
b) Lack of public API for drm_file creation
Creating a drm_file directly (similar to mock_drm_getfile()-style
approaches) is not feasible, as the required helpers
(drm_file_alloc(), drm_file_free(), etc.) are internal to the DRM
core and not exported. This prevents external drivers from safely
constructing and managing drm_file instances.
c) VFS-based open is not a viable solution
Opening the underlying accel device (/dev/accel/accelN) from the
compatibility driver via filp_open() does provide a valid
drm_file, but introduces reliance on userspace-visible device
paths, lack of stability in containerized or chroot environments,
and no clean mapping between legacy device nodes and accel
devices.
d) Userspace proxy limitations (CUSE)
A CUSE-based userspace proxy was evaluated. However, DMA-buf file
descriptors passed by legacy applications cannot be directly
reused in the CUSE daemon (file descriptors are process-specific),
which breaks buffer sharing semantics.
e) drm_client-based approaches do not match requirements
drm_client APIs (used for fbdev emulation) rely on a shared
drm_file and do not provide the per-client isolation required by
FastRPC semantics.
Due to the above constraints, it is currently unclear how to
implement an in-kernel compatibility layer that correctly handles
per-client drm_file contexts without relying on VFS paths or
non-exported DRM internals.
4. Documentation Improvements
Add detailed IOCTL usage examples, document DSP firmware interface
requirements, and create a migration guide from the existing FastRPC
driver.
5. Per-Session Memory Allocation
Develop a userspace API to support memory allocation on a per-session
basis, enabling session-specific memory management.
6. Audio and Sensors PD Support
The current series does not handle Audio PD and Sensors PD
functionalities. These specialized protection domains require
additional support for real-time constraints and power management.
Interface Compatibility
========================
The QDA driver uses the same device-tree node structure and child node
layout (including "qcom,fastrpc-compute-cb" child nodes) as the
existing fastrpc driver. The underlying FastRPC protocol and DSP
firmware interface are compatible with the existing fastrpc driver,
ensuring that DSP firmware and libraries continue to work without
modification.
References
==========
Previous discussions on this migration:
- https://lkml.org/lkml/2024/6/24/479
- https://lkml.org/lkml/2024/6/21/1252
Testing
=======
The driver has been tested on Qualcomm platforms with:
- Basic FastRPC attach/release operations
- DSP process creation and initialization
- Memory mapping/unmapping operations
- Dynamic invocation with various buffer types
- GEM buffer allocation and mmap
- PRIME buffer import from other subsystems
Signed-off-by: Ekansh Gupta <ekansh.gupta(a)oss.qualcomm.com>
---
Ekansh Gupta (15):
MAINTAINERS: Add entry for Qualcomm DSP Accelerator (QDA) driver
accel/qda: Add QDA driver documentation
accel/qda: Add initial QDA DRM accelerator driver
accel/qda: Add compute bus for QDA context banks
iommu: Add QDA compute context bank bus to iommu_buses
accel/qda: Create compute context bank devices on QDA compute bus
accel/qda: Add memory manager for CB devices
accel/qda: Add QUERY IOCTL and QDA UAPI header
accel/qda: Add DMA-backed GEM objects and memory manager integration
accel/qda: Add GEM_CREATE and GEM_MMAP_OFFSET IOCTLs
accel/qda: Add PRIME DMA-BUF import support
accel/qda: Add FastRPC invocation support
accel/qda: Add DSP process creation and release
accel/qda: Add remote memory mapping to DSP address space
accel/qda: Add remote memory unmap from DSP address space
Documentation/accel/index.rst | 1 +
Documentation/accel/qda/index.rst | 13 +
Documentation/accel/qda/qda.rst | 146 +++++
MAINTAINERS | 9 +
drivers/accel/Kconfig | 1 +
drivers/accel/Makefile | 2 +
drivers/accel/qda/Kconfig | 34 +
drivers/accel/qda/Makefile | 19 +
drivers/accel/qda/qda_cb.c | 146 +++++
drivers/accel/qda/qda_cb.h | 32 +
drivers/accel/qda/qda_compute_bus.c | 68 ++
drivers/accel/qda/qda_drv.c | 192 ++++++
drivers/accel/qda/qda_drv.h | 91 +++
drivers/accel/qda/qda_fastrpc.c | 1058 ++++++++++++++++++++++++++++++++
drivers/accel/qda/qda_fastrpc.h | 390 ++++++++++++
drivers/accel/qda/qda_gem.c | 177 ++++++
drivers/accel/qda/qda_gem.h | 62 ++
drivers/accel/qda/qda_ioctl.c | 296 +++++++++
drivers/accel/qda/qda_ioctl.h | 19 +
drivers/accel/qda/qda_memory_dma.c | 110 ++++
drivers/accel/qda/qda_memory_dma.h | 17 +
drivers/accel/qda/qda_memory_manager.c | 380 ++++++++++++
drivers/accel/qda/qda_memory_manager.h | 75 +++
drivers/accel/qda/qda_prime.c | 184 ++++++
drivers/accel/qda/qda_prime.h | 18 +
drivers/accel/qda/qda_rpmsg.c | 248 ++++++++
drivers/accel/qda/qda_rpmsg.h | 30 +
drivers/iommu/iommu.c | 4 +
include/linux/qda_compute_bus.h | 32 +
include/uapi/drm/qda_accel.h | 229 +++++++
30 files changed, 4083 insertions(+)
---
base-commit: 80dd246accce631c328ea43294e53b2b2dd2aa32
change-id: 20260519-qda-series-78c2bf0ed78b
Best regards,
--
Ekansh Gupta <ekansh.gupta(a)oss.qualcomm.com>
Hi all,
This series is based on previous RFCs/discussions:
Tech topic: https://lore.kernel.org/linux-iommu/20250918214425.2677057-1-amastro@fb.com/
RFCv1: https://lore.kernel.org/all/20260226202211.929005-1-mattev@meta.com/
RFCv2: https://lore.kernel.org/kvm/20260312184613.3710705-1-mattev@meta.com/
The background/rationale is covered in more detail in the RFC cover
letters. The TL;DR is:
The goal is to enable userspace driver designs that use VFIO to export
DMABUFs representing subsets of PCI device BARs, and "vend" those
buffers from a primary process to other subordinate processes by fd.
These processes then mmap() the buffers and their access to the device
is isolated to the exported ranges. This is an improvement on sharing
the VFIO device fd to subordinate processes, which would allow
unfettered access.
This is achieved by enabling mmap() of vfio-pci DMABUFs, passed by fd
to subordinate processes. Second, a new ioctl()-based revocation
mechanism is added to allow the primary process to forcibly revoke
access to previously-shared BAR spans, even if the subordinate
processes haven't cleanly exited.
(The related topic of safe delegation of iommufd control to the
subordinate processes is not addressed here, and is follow-up work.)
As well as isolation and revocation, another advantage to accessing a
BAR through a VMA backed by a DMABUF is that it's straightforward to
mmap() the buffer with access attributes, such as write-combining.
Feedback from the RFCs requested that, instead of creating
DMABUF-specific vm_ops and .fault paths, to go the whole way and
migrate the existing VFIO PCI BAR mmap() to be backed by a DMABUF too,
resulting in a common vm_ops and fault handler for mmap()s of both the
VFIO device and explicitly-exported DMABUFs. This will help future
iommufd emulation of VFIO Type1 peer-to-peer, making it easier to get
a DMABUF for a VFIO BAR as a DMA target.
mmap() conversion to use DMABUF underneath has been done for vfio-pci,
but not sub-drivers:
nvgrace-gpu's mmap() override path is unchanged; I kept this out of
scope for now not least because I don't have a thorough test setup
for this system. I would prefer to help the nvgrace-gpu maintainers
enable BAR mmap() DMABUFs themselves.
Notes on patches
================
PCI/P2PDMA: Add CONFIG_PCI_P2PDMA_CORE
Later in the series, vfio-pci's mmap() is going to depend on
pcim_p2pdma_provider() which depended on CONFIG_PCI_P2PDMA, which
in turn depended on ZONE_DEVICE (which isn't available on 32-bit
and some archs, because they lack MEMORY_HOTPLUG and friends).
VFIO does _not_ require actual P2P to be present for basic mmap()
functionality, only for the optional CONFIG_DMA_SHARED_BUFFER
feature.
This splits P2PDMA into a CONFIG_PCI_P2PDMA_CORE (which currently
contains pcim_p2pdma_provider()) and an optional CONFIG_PCI_P2PDMA
(which depends on ZONE_DEVICE etc., and provides P2P
functionality).
vfio/pci: Add a helper to look up PFNs for DMABUFs
vfio/pci: Add a helper to create a DMABUF for a BAR-map VMA
The first is for a DMABUF VMA fault handler to determine
arbitrary-sized PFNs from ranges in DMABUF. Secondly, refactor
DMABUF export for use by the existing export feature and add a new
helper that creates a DMABUF corresponding to a VFIO BAR mmap()
request.
vfio/pci: Convert BAR mmap() to use a DMABUF
The vfio-pci core mmap() creates a DMABUF with the helper, and the
vm_ops fault handler uses the other helper to resolve the fault.
Because this depends on DMABUF structs/code, CONFIG_VFIO_PCI_CORE
needs to depend on CONFIG_DMA_SHARED_BUFFER. The
CONFIG_VFIO_PCI_DMABUF still conditionally enables the export
support code.
NOTE: The user mmap()s a device fd, but the resulting VMA's vm_file
becomes that of the DMABUF which takes ownership of the device and
puts it on release. This maintains the existing behaviour of a VMA
keeping the VFIO device open.
BAR zapping then happens via the existing vfio_pci_dma_buf_move()
path, which now needs to unmap PTEs in the DMABUF's address_space.
vfio/pci: Provide a user-facing name for BAR mappings
There was a request for decent debug naming in /proc/<pid>/maps
etc. comparable to the existing VFIO names: since the VMAs are
DMABUFs, they have a "dmabuf:" prefix and can't be 100% identical
to before. This is a user-visible change, but this patch at least
now gives us extra info on the BDF & BAR being mapped.
vfio/pci: Clean up BAR zap and revocation
In general (see NOTE!) the vfio_pci_zap_bars() is now obsolete,
since it unmaps PTEs in the VFIO device address_space which is now
unused. This consolidates all calls (e.g. around reset) with the
neighbouring vfio_pci_dma_buf_move()s into new functions, to
revoke-zap/unrevoke.
!!! NOTE: the nvgrace-gpu driver continues to use its own private
vm_ops, fault handler, etc. for its special memregions, and these
DO still add PTEs to the VFIO device address_space. So, a
temporary flag, vdev->bar_needs_zap, maintains the old behaviour
for this use. At least this patch's consolidation makes it easy to
remove the remaining zap when this need goes away; a FIXME reminds
that this can be removed when nvgrace-gpu is converted.
vfio/pci: Support mmap() of a VFIO DMABUF
Adds mmap() for a DMABUF fd exported from vfio-pci.
It was a goal to keep the VFIO device fd lifetime behaviour
unchanged with respect to the DMABUFs. An application can close
all device fds, and this will revoke/clean up all DMABUFs; no
mappings or other access can be performed now. When enabling
mmap() of the DMABUFs, this means access through the VMA is also
revoked. This complicates the fault handler because whilst the
DMABUF exists, it has no guarantee that the corresponding VFIO
device is still alive. Adds synchronisation ensuring the vdev is
available before vdev->memory_lock is touched; this holds the
device registration so that even if the buffer has been cleaned up,
vdev hasn't been freed and so the lock can be safely taken.
(I decided against the alternative of preventing cleanup by holding
the VFIO device open if any DMABUFs exist, because it's both a
change of behaviour and less clean overall.)
I've added a chonky comment in place, happy to clarify more if you
have ideas.
This commit makes VFIO_PCI_CORE depend on PCI_P2PDMA_CORE (commit
1) to bring in (only) the P2PDMA provider code.
vfio/pci: Permanently revoke a DMABUF on request
By weight, this is mostly a rename of revoked to an enum, status.
There are now 3 states for a buffer, usable and revoked
temporary/permanent. A new VFIO device ioctl is added,
VFIO_DEVICE_PCI_DMABUF_REVOKE, which passes a DMABUF (exported from
that device) and permanently revokes it. Thus a userspace driver
can guarantee any downstream consumers of a shared fd are prevented
from accessing a BAR range, and that range can be reused.
The code doing revocation in vfio_pci_dma_buf_move() is moved,
unchanged, to a common function for use by _move() and the new
ioctl path.
Q: I can't think of a good reason to temporarily revoke/unrevoke
buffers from userspace, so didn't add a 'flags' field to the ioctl
struct. Easy to add if people think it's worthwhile for future
use.
vfio/pci: Add mmap() attributes to DMABUF feature
Adds a new VFIO feature, VFIO_DEVICE_FEATURE_DMA_BUF_MEMATTR.
After a DMABUF is exported, this feature ioctl() isused to set a
memory attribute that will be used by future mmap()s of the DMABUF
fd (i.e. it does nothing for any existing maps).
The default is UC, and via the feature one can specify CPU access
as WC. The attribute is an enum/scalar rather than
bitmap/cumulative. The attributes follow a "try-fail" model where
a client can request an attribute and either succeed or fail with
ENOTSUPP if it's unknown; if future attributes are
platform-specific then their support can be probed.
(Since it's just UC/WC for now, there is no reservation or numeric
structure to the namespace yet, but we could support
system/arch-specific values in future by carving out base +
arch-specific + IMPDEF ranges.)
Testing
=======
(The [RFC ONLY] userspace test program, for QEMU edu-plus, has been
dropped from the series, but can be found in the GitHub branch below.
It at least illustrates the export, map, revoke, attribute, and close
semantics interoperate.)
This code has been tested in mapping DMABUFs of single/multiple
ranges, aliasing mmap()s, aliasing ranges across DMABUFs, vm_pgoff >
0, revocation, shutdown/cleanup scenarios, and hugepage mappings seem
to work correctly. I've lightly tested WC mappings also (by observing
resulting PTEs as having the correct attributes...). No regressions
observed on the VFIO selftests, or on our internal vfio-pci
applications.
End
===
This is based on VFIO next (e.g. at b9285405c5f6).
These commits are on GitHub for easier browsing, along with
"[RFC ONLY] selftests: vfio: Add standalone vfio_dmabuf_mmap_test":
https://github.com/metamev/linux/compare/b9285405c5f6...metamev:linux:dev/m…
Thanks for reading,
Matt
================================================================================
Change log:
v2:
- Rebase on VFIO next, picking up Alex's
vfio_pci_dma_buf_move()/vfio_pci_dma_buf_cleanup() fixes, and
dropping "vfio/pci: Fix vfio_pci_dma_buf_cleanup() double-put"
- Added "PCI/P2PDMA: Add CONFIG_PCI_P2PDMA_CORE" so that the
newly-added vfio-pci hard dependency on the P2PDMA provider instead
pulls in the _CORE variant and not the full-fat CONFIG_PCI_P2PDMA.
This means that the core of vfio-pci does not need ZONE_DEVICE, but
if it's available then enabling P2PDMA in turn enables DMABUF
export. Fixes basic VFIO operation on 32b or other platforms without
ZONE_DEVICE.
- Fixed comment inaccuracy in vfio_pci_dma_buf_revoke() and cleaned
up vdev validity test.
- vfio_pci_dma_buf_find_pfn(): use PAGE_ALIGN(), better span variable
naming, OVF check
- Made vm_pgoffs use consistent (keeping the resource index at the
top and masking where offset is used). For BAR mmap, use new
vma_pgoff_adjust to create the DMABUF with the exact mmap()ed span
instead of from the start of the BAR with an invisible portion
before the mapping.
- Added VFIO_DEVICE_FEATURE_DMA_BUF_MEMATTR to set memory attributes,
instead of using the export `flags` field.
- vfio_pci_ioctl_reset: Moved vfio_pci_zap_revoke_bars()
(effectively, vfio_pci_dma_buf_move()) back after D0 transition.
Note, if a BAR zap is needed, it's done in this function so now
happens after this D0 transition with the _move; it was done before
it at the time of the memory_lock taking.
- Minimised vfio_pci_dma_buf_mmap() (removed redundant span check),
added READ_ONCE for memattr
- Misc fixes: comment in DMABUF name generation, removed superfluous
READ_ONCE from faulthandler
v1:
https://lore.kernel.org/kvm/20260416131815.2729131-1-mattev@meta.com/
- Cleanup of the common DMABUF-aware VMA vm_ops fault handler and
export code.
- Fixed a lot of races, particularly faults racing with DMABUF
cleanup (if the VFIO device fds close, for example).
- Added nicer human-readable names for VFIO mmap() VMAs
RFCv2: Respin based on the feedback/suggestions:
https://lore.kernel.org/kvm/20260312184613.3710705-1-mattev@meta.com/
- Transform the existing VFIO BAR mmap path to also use DMABUFs
behind the scenes, and then simply share that code for
explicitly-mapped DMABUFs. Jason wanted to go that direction to
enable iommufd VFIO type 1 emulation to pick up a DMABUF for an IO
mapping.
- Revoke buffers using a VFIO device fd ioctl
RFCv1:
https://lore.kernel.org/all/20260226202211.929005-1-mattev@meta.com/
Matt Evans (9):
PCI/P2PDMA: Add CONFIG_PCI_P2PDMA_CORE
vfio/pci: Add a helper to look up PFNs for DMABUFs
vfio/pci: Add a helper to create a DMABUF for a BAR-map VMA
vfio/pci: Convert BAR mmap() to use a DMABUF
vfio/pci: Provide a user-facing name for BAR mappings
vfio/pci: Clean up BAR zap and revocation
vfio/pci: Support mmap() of a VFIO DMABUF
vfio/pci: Permanently revoke a DMABUF on request
vfio/pci: Add mmap() attributes to DMABUF feature
drivers/pci/Kconfig | 10 +-
drivers/pci/Makefile | 2 +-
drivers/pci/p2pdma.c | 16 +
drivers/vfio/pci/Kconfig | 4 +-
drivers/vfio/pci/Makefile | 3 +-
drivers/vfio/pci/nvgrace-gpu/main.c | 5 +
drivers/vfio/pci/vfio_pci_config.c | 30 +-
drivers/vfio/pci/vfio_pci_core.c | 225 +++++++++---
drivers/vfio/pci/vfio_pci_dmabuf.c | 548 ++++++++++++++++++++++++----
drivers/vfio/pci/vfio_pci_priv.h | 57 ++-
include/linux/pci-p2pdma.h | 24 +-
include/linux/pci.h | 2 +-
include/linux/vfio_pci_core.h | 1 +
include/uapi/linux/vfio.h | 57 +++
14 files changed, 815 insertions(+), 169 deletions(-)
--
2.47.3