| /************************************************************************** |
| * |
| * Copyright © 2009-2015 VMware, Inc., Palo Alto, CA., USA |
| * All Rights Reserved. |
| * |
| * 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, sub license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL |
| * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS 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. |
| * |
| **************************************************************************/ |
| |
| #include "vmwgfx_drv.h" |
| #include "vmwgfx_resource_priv.h" |
| #include "vmwgfx_binding.h" |
| #include "ttm/ttm_placement.h" |
| |
| struct vmw_shader { |
| struct vmw_resource res; |
| SVGA3dShaderType type; |
| uint32_t size; |
| uint8_t num_input_sig; |
| uint8_t num_output_sig; |
| }; |
| |
| struct vmw_user_shader { |
| struct ttm_base_object base; |
| struct vmw_shader shader; |
| }; |
| |
| struct vmw_dx_shader { |
| struct vmw_resource res; |
| struct vmw_resource *ctx; |
| struct vmw_resource *cotable; |
| u32 id; |
| bool committed; |
| struct list_head cotable_head; |
| }; |
| |
| static uint64_t vmw_user_shader_size; |
| static uint64_t vmw_shader_size; |
| static size_t vmw_shader_dx_size; |
| |
| static void vmw_user_shader_free(struct vmw_resource *res); |
| static struct vmw_resource * |
| vmw_user_shader_base_to_res(struct ttm_base_object *base); |
| |
| static int vmw_gb_shader_create(struct vmw_resource *res); |
| static int vmw_gb_shader_bind(struct vmw_resource *res, |
| struct ttm_validate_buffer *val_buf); |
| static int vmw_gb_shader_unbind(struct vmw_resource *res, |
| bool readback, |
| struct ttm_validate_buffer *val_buf); |
| static int vmw_gb_shader_destroy(struct vmw_resource *res); |
| |
| static int vmw_dx_shader_create(struct vmw_resource *res); |
| static int vmw_dx_shader_bind(struct vmw_resource *res, |
| struct ttm_validate_buffer *val_buf); |
| static int vmw_dx_shader_unbind(struct vmw_resource *res, |
| bool readback, |
| struct ttm_validate_buffer *val_buf); |
| static void vmw_dx_shader_commit_notify(struct vmw_resource *res, |
| enum vmw_cmdbuf_res_state state); |
| static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type); |
| static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type); |
| static uint64_t vmw_user_shader_size; |
| |
| static const struct vmw_user_resource_conv user_shader_conv = { |
| .object_type = VMW_RES_SHADER, |
| .base_obj_to_res = vmw_user_shader_base_to_res, |
| .res_free = vmw_user_shader_free |
| }; |
| |
| const struct vmw_user_resource_conv *user_shader_converter = |
| &user_shader_conv; |
| |
| |
| static const struct vmw_res_func vmw_gb_shader_func = { |
| .res_type = vmw_res_shader, |
| .needs_backup = true, |
| .may_evict = true, |
| .type_name = "guest backed shaders", |
| .backup_placement = &vmw_mob_placement, |
| .create = vmw_gb_shader_create, |
| .destroy = vmw_gb_shader_destroy, |
| .bind = vmw_gb_shader_bind, |
| .unbind = vmw_gb_shader_unbind |
| }; |
| |
| static const struct vmw_res_func vmw_dx_shader_func = { |
| .res_type = vmw_res_shader, |
| .needs_backup = true, |
| .may_evict = false, |
| .type_name = "dx shaders", |
| .backup_placement = &vmw_mob_placement, |
| .create = vmw_dx_shader_create, |
| /* |
| * The destroy callback is only called with a committed resource on |
| * context destroy, in which case we destroy the cotable anyway, |
| * so there's no need to destroy DX shaders separately. |
| */ |
| .destroy = NULL, |
| .bind = vmw_dx_shader_bind, |
| .unbind = vmw_dx_shader_unbind, |
| .commit_notify = vmw_dx_shader_commit_notify, |
| }; |
| |
| /** |
| * Shader management: |
| */ |
| |
| static inline struct vmw_shader * |
| vmw_res_to_shader(struct vmw_resource *res) |
| { |
| return container_of(res, struct vmw_shader, res); |
| } |
| |
| /** |
| * vmw_res_to_dx_shader - typecast a struct vmw_resource to a |
| * struct vmw_dx_shader |
| * |
| * @res: Pointer to the struct vmw_resource. |
| */ |
| static inline struct vmw_dx_shader * |
| vmw_res_to_dx_shader(struct vmw_resource *res) |
| { |
| return container_of(res, struct vmw_dx_shader, res); |
| } |
| |
| static void vmw_hw_shader_destroy(struct vmw_resource *res) |
| { |
| if (likely(res->func->destroy)) |
| (void) res->func->destroy(res); |
| else |
| res->id = -1; |
| } |
| |
| |
| static int vmw_gb_shader_init(struct vmw_private *dev_priv, |
| struct vmw_resource *res, |
| uint32_t size, |
| uint64_t offset, |
| SVGA3dShaderType type, |
| uint8_t num_input_sig, |
| uint8_t num_output_sig, |
| struct vmw_dma_buffer *byte_code, |
| void (*res_free) (struct vmw_resource *res)) |
| { |
| struct vmw_shader *shader = vmw_res_to_shader(res); |
| int ret; |
| |
| ret = vmw_resource_init(dev_priv, res, true, res_free, |
| &vmw_gb_shader_func); |
| |
| if (unlikely(ret != 0)) { |
| if (res_free) |
| res_free(res); |
| else |
| kfree(res); |
| return ret; |
| } |
| |
| res->backup_size = size; |
| if (byte_code) { |
| res->backup = vmw_dmabuf_reference(byte_code); |
| res->backup_offset = offset; |
| } |
| shader->size = size; |
| shader->type = type; |
| shader->num_input_sig = num_input_sig; |
| shader->num_output_sig = num_output_sig; |
| |
| vmw_resource_activate(res, vmw_hw_shader_destroy); |
| return 0; |
| } |
| |
| /* |
| * GB shader code: |
| */ |
| |
| static int vmw_gb_shader_create(struct vmw_resource *res) |
| { |
| struct vmw_private *dev_priv = res->dev_priv; |
| struct vmw_shader *shader = vmw_res_to_shader(res); |
| int ret; |
| struct { |
| SVGA3dCmdHeader header; |
| SVGA3dCmdDefineGBShader body; |
| } *cmd; |
| |
| if (likely(res->id != -1)) |
| return 0; |
| |
| ret = vmw_resource_alloc_id(res); |
| if (unlikely(ret != 0)) { |
| DRM_ERROR("Failed to allocate a shader id.\n"); |
| goto out_no_id; |
| } |
| |
| if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) { |
| ret = -EBUSY; |
| goto out_no_fifo; |
| } |
| |
| cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd)); |
| if (unlikely(cmd == NULL)) { |
| DRM_ERROR("Failed reserving FIFO space for shader " |
| "creation.\n"); |
| ret = -ENOMEM; |
| goto out_no_fifo; |
| } |
| |
| cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER; |
| cmd->header.size = sizeof(cmd->body); |
| cmd->body.shid = res->id; |
| cmd->body.type = shader->type; |
| cmd->body.sizeInBytes = shader->size; |
| vmw_fifo_commit(dev_priv, sizeof(*cmd)); |
| vmw_fifo_resource_inc(dev_priv); |
| |
| return 0; |
| |
| out_no_fifo: |
| vmw_resource_release_id(res); |
| out_no_id: |
| return ret; |
| } |
| |
| static int vmw_gb_shader_bind(struct vmw_resource *res, |
| struct ttm_validate_buffer *val_buf) |
| { |
| struct vmw_private *dev_priv = res->dev_priv; |
| struct { |
| SVGA3dCmdHeader header; |
| SVGA3dCmdBindGBShader body; |
| } *cmd; |
| struct ttm_buffer_object *bo = val_buf->bo; |
| |
| BUG_ON(bo->mem.mem_type != VMW_PL_MOB); |
| |
| cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd)); |
| if (unlikely(cmd == NULL)) { |
| DRM_ERROR("Failed reserving FIFO space for shader " |
| "binding.\n"); |
| return -ENOMEM; |
| } |
| |
| cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER; |
| cmd->header.size = sizeof(cmd->body); |
| cmd->body.shid = res->id; |
| cmd->body.mobid = bo->mem.start; |
| cmd->body.offsetInBytes = res->backup_offset; |
| res->backup_dirty = false; |
| vmw_fifo_commit(dev_priv, sizeof(*cmd)); |
| |
| return 0; |
| } |
| |
| static int vmw_gb_shader_unbind(struct vmw_resource *res, |
| bool readback, |
| struct ttm_validate_buffer *val_buf) |
| { |
| struct vmw_private *dev_priv = res->dev_priv; |
| struct { |
| SVGA3dCmdHeader header; |
| SVGA3dCmdBindGBShader body; |
| } *cmd; |
| struct vmw_fence_obj *fence; |
| |
| BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB); |
| |
| cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd)); |
| if (unlikely(cmd == NULL)) { |
| DRM_ERROR("Failed reserving FIFO space for shader " |
| "unbinding.\n"); |
| return -ENOMEM; |
| } |
| |
| cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER; |
| cmd->header.size = sizeof(cmd->body); |
| cmd->body.shid = res->id; |
| cmd->body.mobid = SVGA3D_INVALID_ID; |
| cmd->body.offsetInBytes = 0; |
| vmw_fifo_commit(dev_priv, sizeof(*cmd)); |
| |
| /* |
| * Create a fence object and fence the backup buffer. |
| */ |
| |
| (void) vmw_execbuf_fence_commands(NULL, dev_priv, |
| &fence, NULL); |
| |
| vmw_fence_single_bo(val_buf->bo, fence); |
| |
| if (likely(fence != NULL)) |
| vmw_fence_obj_unreference(&fence); |
| |
| return 0; |
| } |
| |
| static int vmw_gb_shader_destroy(struct vmw_resource *res) |
| { |
| struct vmw_private *dev_priv = res->dev_priv; |
| struct { |
| SVGA3dCmdHeader header; |
| SVGA3dCmdDestroyGBShader body; |
| } *cmd; |
| |
| if (likely(res->id == -1)) |
| return 0; |
| |
| mutex_lock(&dev_priv->binding_mutex); |
| vmw_binding_res_list_scrub(&res->binding_head); |
| |
| cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd)); |
| if (unlikely(cmd == NULL)) { |
| DRM_ERROR("Failed reserving FIFO space for shader " |
| "destruction.\n"); |
| mutex_unlock(&dev_priv->binding_mutex); |
| return -ENOMEM; |
| } |
| |
| cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER; |
| cmd->header.size = sizeof(cmd->body); |
| cmd->body.shid = res->id; |
| vmw_fifo_commit(dev_priv, sizeof(*cmd)); |
| mutex_unlock(&dev_priv->binding_mutex); |
| vmw_resource_release_id(res); |
| vmw_fifo_resource_dec(dev_priv); |
| |
| return 0; |
| } |
| |
| /* |
| * DX shader code: |
| */ |
| |
| /** |
| * vmw_dx_shader_commit_notify - Notify that a shader operation has been |
| * committed to hardware from a user-supplied command stream. |
| * |
| * @res: Pointer to the shader resource. |
| * @state: Indicating whether a creation or removal has been committed. |
| * |
| */ |
| static void vmw_dx_shader_commit_notify(struct vmw_resource *res, |
| enum vmw_cmdbuf_res_state state) |
| { |
| struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); |
| struct vmw_private *dev_priv = res->dev_priv; |
| |
| if (state == VMW_CMDBUF_RES_ADD) { |
| mutex_lock(&dev_priv->binding_mutex); |
| vmw_cotable_add_resource(shader->cotable, |
| &shader->cotable_head); |
| shader->committed = true; |
| res->id = shader->id; |
| mutex_unlock(&dev_priv->binding_mutex); |
| } else { |
| mutex_lock(&dev_priv->binding_mutex); |
| list_del_init(&shader->cotable_head); |
| shader->committed = false; |
| res->id = -1; |
| mutex_unlock(&dev_priv->binding_mutex); |
| } |
| } |
| |
| /** |
| * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader. |
| * |
| * @res: The shader resource |
| * |
| * This function reverts a scrub operation. |
| */ |
| static int vmw_dx_shader_unscrub(struct vmw_resource *res) |
| { |
| struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); |
| struct vmw_private *dev_priv = res->dev_priv; |
| struct { |
| SVGA3dCmdHeader header; |
| SVGA3dCmdDXBindShader body; |
| } *cmd; |
| |
| if (!list_empty(&shader->cotable_head) || !shader->committed) |
| return 0; |
| |
| cmd = vmw_fifo_reserve_dx(dev_priv, sizeof(*cmd), |
| shader->ctx->id); |
| if (unlikely(cmd == NULL)) { |
| DRM_ERROR("Failed reserving FIFO space for shader " |
| "scrubbing.\n"); |
| return -ENOMEM; |
| } |
| |
| cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER; |
| cmd->header.size = sizeof(cmd->body); |
| cmd->body.cid = shader->ctx->id; |
| cmd->body.shid = shader->id; |
| cmd->body.mobid = res->backup->base.mem.start; |
| cmd->body.offsetInBytes = res->backup_offset; |
| vmw_fifo_commit(dev_priv, sizeof(*cmd)); |
| |
| vmw_cotable_add_resource(shader->cotable, &shader->cotable_head); |
| |
| return 0; |
| } |
| |
| /** |
| * vmw_dx_shader_create - The DX shader create callback |
| * |
| * @res: The DX shader resource |
| * |
| * The create callback is called as part of resource validation and |
| * makes sure that we unscrub the shader if it's previously been scrubbed. |
| */ |
| static int vmw_dx_shader_create(struct vmw_resource *res) |
| { |
| struct vmw_private *dev_priv = res->dev_priv; |
| struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); |
| int ret = 0; |
| |
| WARN_ON_ONCE(!shader->committed); |
| |
| if (!list_empty(&res->mob_head)) { |
| mutex_lock(&dev_priv->binding_mutex); |
| ret = vmw_dx_shader_unscrub(res); |
| mutex_unlock(&dev_priv->binding_mutex); |
| } |
| |
| res->id = shader->id; |
| return ret; |
| } |
| |
| /** |
| * vmw_dx_shader_bind - The DX shader bind callback |
| * |
| * @res: The DX shader resource |
| * @val_buf: Pointer to the validate buffer. |
| * |
| */ |
| static int vmw_dx_shader_bind(struct vmw_resource *res, |
| struct ttm_validate_buffer *val_buf) |
| { |
| struct vmw_private *dev_priv = res->dev_priv; |
| struct ttm_buffer_object *bo = val_buf->bo; |
| |
| BUG_ON(bo->mem.mem_type != VMW_PL_MOB); |
| mutex_lock(&dev_priv->binding_mutex); |
| vmw_dx_shader_unscrub(res); |
| mutex_unlock(&dev_priv->binding_mutex); |
| |
| return 0; |
| } |
| |
| /** |
| * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader. |
| * |
| * @res: The shader resource |
| * |
| * This function unbinds a MOB from the DX shader without requiring the |
| * MOB dma_buffer to be reserved. The driver still considers the MOB bound. |
| * However, once the driver eventually decides to unbind the MOB, it doesn't |
| * need to access the context. |
| */ |
| static int vmw_dx_shader_scrub(struct vmw_resource *res) |
| { |
| struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); |
| struct vmw_private *dev_priv = res->dev_priv; |
| struct { |
| SVGA3dCmdHeader header; |
| SVGA3dCmdDXBindShader body; |
| } *cmd; |
| |
| if (list_empty(&shader->cotable_head)) |
| return 0; |
| |
| WARN_ON_ONCE(!shader->committed); |
| cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd)); |
| if (unlikely(cmd == NULL)) { |
| DRM_ERROR("Failed reserving FIFO space for shader " |
| "scrubbing.\n"); |
| return -ENOMEM; |
| } |
| |
| cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER; |
| cmd->header.size = sizeof(cmd->body); |
| cmd->body.cid = shader->ctx->id; |
| cmd->body.shid = res->id; |
| cmd->body.mobid = SVGA3D_INVALID_ID; |
| cmd->body.offsetInBytes = 0; |
| vmw_fifo_commit(dev_priv, sizeof(*cmd)); |
| res->id = -1; |
| list_del_init(&shader->cotable_head); |
| |
| return 0; |
| } |
| |
| /** |
| * vmw_dx_shader_unbind - The dx shader unbind callback. |
| * |
| * @res: The shader resource |
| * @readback: Whether this is a readback unbind. Currently unused. |
| * @val_buf: MOB buffer information. |
| */ |
| static int vmw_dx_shader_unbind(struct vmw_resource *res, |
| bool readback, |
| struct ttm_validate_buffer *val_buf) |
| { |
| struct vmw_private *dev_priv = res->dev_priv; |
| struct vmw_fence_obj *fence; |
| int ret; |
| |
| BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB); |
| |
| mutex_lock(&dev_priv->binding_mutex); |
| ret = vmw_dx_shader_scrub(res); |
| mutex_unlock(&dev_priv->binding_mutex); |
| |
| if (ret) |
| return ret; |
| |
| (void) vmw_execbuf_fence_commands(NULL, dev_priv, |
| &fence, NULL); |
| vmw_fence_single_bo(val_buf->bo, fence); |
| |
| if (likely(fence != NULL)) |
| vmw_fence_obj_unreference(&fence); |
| |
| return 0; |
| } |
| |
| /** |
| * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for |
| * DX shaders. |
| * |
| * @dev_priv: Pointer to device private structure. |
| * @list: The list of cotable resources. |
| * @readback: Whether the call was part of a readback unbind. |
| * |
| * Scrubs all shader MOBs so that any subsequent shader unbind or shader |
| * destroy operation won't need to swap in the context. |
| */ |
| void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv, |
| struct list_head *list, |
| bool readback) |
| { |
| struct vmw_dx_shader *entry, *next; |
| |
| WARN_ON_ONCE(!mutex_is_locked(&dev_priv->binding_mutex)); |
| |
| list_for_each_entry_safe(entry, next, list, cotable_head) { |
| WARN_ON(vmw_dx_shader_scrub(&entry->res)); |
| if (!readback) |
| entry->committed = false; |
| } |
| } |
| |
| /** |
| * vmw_dx_shader_res_free - The DX shader free callback |
| * |
| * @res: The shader resource |
| * |
| * Frees the DX shader resource and updates memory accounting. |
| */ |
| static void vmw_dx_shader_res_free(struct vmw_resource *res) |
| { |
| struct vmw_private *dev_priv = res->dev_priv; |
| struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); |
| |
| vmw_resource_unreference(&shader->cotable); |
| kfree(shader); |
| ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size); |
| } |
| |
| /** |
| * vmw_dx_shader_add - Add a shader resource as a command buffer managed |
| * resource. |
| * |
| * @man: The command buffer resource manager. |
| * @ctx: Pointer to the context resource. |
| * @user_key: The id used for this shader. |
| * @shader_type: The shader type. |
| * @list: The list of staged command buffer managed resources. |
| */ |
| int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man, |
| struct vmw_resource *ctx, |
| u32 user_key, |
| SVGA3dShaderType shader_type, |
| struct list_head *list) |
| { |
| struct vmw_dx_shader *shader; |
| struct vmw_resource *res; |
| struct vmw_private *dev_priv = ctx->dev_priv; |
| int ret; |
| |
| if (!vmw_shader_dx_size) |
| vmw_shader_dx_size = ttm_round_pot(sizeof(*shader)); |
| |
| if (!vmw_shader_id_ok(user_key, shader_type)) |
| return -EINVAL; |
| |
| ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size, |
| false, true); |
| if (ret) { |
| if (ret != -ERESTARTSYS) |
| DRM_ERROR("Out of graphics memory for shader " |
| "creation.\n"); |
| return ret; |
| } |
| |
| shader = kmalloc(sizeof(*shader), GFP_KERNEL); |
| if (!shader) { |
| ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size); |
| return -ENOMEM; |
| } |
| |
| res = &shader->res; |
| shader->ctx = ctx; |
| shader->cotable = vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER); |
| shader->id = user_key; |
| shader->committed = false; |
| INIT_LIST_HEAD(&shader->cotable_head); |
| ret = vmw_resource_init(dev_priv, res, true, |
| vmw_dx_shader_res_free, &vmw_dx_shader_func); |
| if (ret) |
| goto out_resource_init; |
| |
| /* |
| * The user_key name-space is not per shader type for DX shaders, |
| * so when hashing, use a single zero shader type. |
| */ |
| ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader, |
| vmw_shader_key(user_key, 0), |
| res, list); |
| if (ret) |
| goto out_resource_init; |
| |
| res->id = shader->id; |
| vmw_resource_activate(res, vmw_hw_shader_destroy); |
| |
| out_resource_init: |
| vmw_resource_unreference(&res); |
| |
| return ret; |
| } |
| |
| |
| |
| /** |
| * User-space shader management: |
| */ |
| |
| static struct vmw_resource * |
| vmw_user_shader_base_to_res(struct ttm_base_object *base) |
| { |
| return &(container_of(base, struct vmw_user_shader, base)-> |
| shader.res); |
| } |
| |
| static void vmw_user_shader_free(struct vmw_resource *res) |
| { |
| struct vmw_user_shader *ushader = |
| container_of(res, struct vmw_user_shader, shader.res); |
| struct vmw_private *dev_priv = res->dev_priv; |
| |
| ttm_base_object_kfree(ushader, base); |
| ttm_mem_global_free(vmw_mem_glob(dev_priv), |
| vmw_user_shader_size); |
| } |
| |
| static void vmw_shader_free(struct vmw_resource *res) |
| { |
| struct vmw_shader *shader = vmw_res_to_shader(res); |
| struct vmw_private *dev_priv = res->dev_priv; |
| |
| kfree(shader); |
| ttm_mem_global_free(vmw_mem_glob(dev_priv), |
| vmw_shader_size); |
| } |
| |
| /** |
| * This function is called when user space has no more references on the |
| * base object. It releases the base-object's reference on the resource object. |
| */ |
| |
| static void vmw_user_shader_base_release(struct ttm_base_object **p_base) |
| { |
| struct ttm_base_object *base = *p_base; |
| struct vmw_resource *res = vmw_user_shader_base_to_res(base); |
| |
| *p_base = NULL; |
| vmw_resource_unreference(&res); |
| } |
| |
| int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data, |
| struct drm_file *file_priv) |
| { |
| struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data; |
| struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile; |
| |
| return ttm_ref_object_base_unref(tfile, arg->handle, |
| TTM_REF_USAGE); |
| } |
| |
| static int vmw_user_shader_alloc(struct vmw_private *dev_priv, |
| struct vmw_dma_buffer *buffer, |
| size_t shader_size, |
| size_t offset, |
| SVGA3dShaderType shader_type, |
| uint8_t num_input_sig, |
| uint8_t num_output_sig, |
| struct ttm_object_file *tfile, |
| u32 *handle) |
| { |
| struct vmw_user_shader *ushader; |
| struct vmw_resource *res, *tmp; |
| int ret; |
| |
| /* |
| * Approximate idr memory usage with 128 bytes. It will be limited |
| * by maximum number_of shaders anyway. |
| */ |
| if (unlikely(vmw_user_shader_size == 0)) |
| vmw_user_shader_size = |
| ttm_round_pot(sizeof(struct vmw_user_shader)) + 128; |
| |
| ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), |
| vmw_user_shader_size, |
| false, true); |
| if (unlikely(ret != 0)) { |
| if (ret != -ERESTARTSYS) |
| DRM_ERROR("Out of graphics memory for shader " |
| "creation.\n"); |
| goto out; |
| } |
| |
| ushader = kzalloc(sizeof(*ushader), GFP_KERNEL); |
| if (unlikely(ushader == NULL)) { |
| ttm_mem_global_free(vmw_mem_glob(dev_priv), |
| vmw_user_shader_size); |
| ret = -ENOMEM; |
| goto out; |
| } |
| |
| res = &ushader->shader.res; |
| ushader->base.shareable = false; |
| ushader->base.tfile = NULL; |
| |
| /* |
| * From here on, the destructor takes over resource freeing. |
| */ |
| |
| ret = vmw_gb_shader_init(dev_priv, res, shader_size, |
| offset, shader_type, num_input_sig, |
| num_output_sig, buffer, |
| vmw_user_shader_free); |
| if (unlikely(ret != 0)) |
| goto out; |
| |
| tmp = vmw_resource_reference(res); |
| ret = ttm_base_object_init(tfile, &ushader->base, false, |
| VMW_RES_SHADER, |
| &vmw_user_shader_base_release, NULL); |
| |
| if (unlikely(ret != 0)) { |
| vmw_resource_unreference(&tmp); |
| goto out_err; |
| } |
| |
| if (handle) |
| *handle = ushader->base.hash.key; |
| out_err: |
| vmw_resource_unreference(&res); |
| out: |
| return ret; |
| } |
| |
| |
| static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv, |
| struct vmw_dma_buffer *buffer, |
| size_t shader_size, |
| size_t offset, |
| SVGA3dShaderType shader_type) |
| { |
| struct vmw_shader *shader; |
| struct vmw_resource *res; |
| int ret; |
| |
| /* |
| * Approximate idr memory usage with 128 bytes. It will be limited |
| * by maximum number_of shaders anyway. |
| */ |
| if (unlikely(vmw_shader_size == 0)) |
| vmw_shader_size = |
| ttm_round_pot(sizeof(struct vmw_shader)) + 128; |
| |
| ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), |
| vmw_shader_size, |
| false, true); |
| if (unlikely(ret != 0)) { |
| if (ret != -ERESTARTSYS) |
| DRM_ERROR("Out of graphics memory for shader " |
| "creation.\n"); |
| goto out_err; |
| } |
| |
| shader = kzalloc(sizeof(*shader), GFP_KERNEL); |
| if (unlikely(shader == NULL)) { |
| ttm_mem_global_free(vmw_mem_glob(dev_priv), |
| vmw_shader_size); |
| ret = -ENOMEM; |
| goto out_err; |
| } |
| |
| res = &shader->res; |
| |
| /* |
| * From here on, the destructor takes over resource freeing. |
| */ |
| ret = vmw_gb_shader_init(dev_priv, res, shader_size, |
| offset, shader_type, 0, 0, buffer, |
| vmw_shader_free); |
| |
| out_err: |
| return ret ? ERR_PTR(ret) : res; |
| } |
| |
| |
| static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv, |
| enum drm_vmw_shader_type shader_type_drm, |
| u32 buffer_handle, size_t size, size_t offset, |
| uint8_t num_input_sig, uint8_t num_output_sig, |
| uint32_t *shader_handle) |
| { |
| struct vmw_private *dev_priv = vmw_priv(dev); |
| struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile; |
| struct vmw_dma_buffer *buffer = NULL; |
| SVGA3dShaderType shader_type; |
| int ret; |
| |
| if (buffer_handle != SVGA3D_INVALID_ID) { |
| ret = vmw_user_dmabuf_lookup(tfile, buffer_handle, |
| &buffer); |
| if (unlikely(ret != 0)) { |
| DRM_ERROR("Could not find buffer for shader " |
| "creation.\n"); |
| return ret; |
| } |
| |
| if ((u64)buffer->base.num_pages * PAGE_SIZE < |
| (u64)size + (u64)offset) { |
| DRM_ERROR("Illegal buffer- or shader size.\n"); |
| ret = -EINVAL; |
| goto out_bad_arg; |
| } |
| } |
| |
| switch (shader_type_drm) { |
| case drm_vmw_shader_type_vs: |
| shader_type = SVGA3D_SHADERTYPE_VS; |
| break; |
| case drm_vmw_shader_type_ps: |
| shader_type = SVGA3D_SHADERTYPE_PS; |
| break; |
| default: |
| DRM_ERROR("Illegal shader type.\n"); |
| ret = -EINVAL; |
| goto out_bad_arg; |
| } |
| |
| ret = ttm_read_lock(&dev_priv->reservation_sem, true); |
| if (unlikely(ret != 0)) |
| goto out_bad_arg; |
| |
| ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset, |
| shader_type, num_input_sig, |
| num_output_sig, tfile, shader_handle); |
| |
| ttm_read_unlock(&dev_priv->reservation_sem); |
| out_bad_arg: |
| vmw_dmabuf_unreference(&buffer); |
| return ret; |
| } |
| |
| /** |
| * vmw_shader_id_ok - Check whether a compat shader user key and |
| * shader type are within valid bounds. |
| * |
| * @user_key: User space id of the shader. |
| * @shader_type: Shader type. |
| * |
| * Returns true if valid false if not. |
| */ |
| static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type) |
| { |
| return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16; |
| } |
| |
| /** |
| * vmw_shader_key - Compute a hash key suitable for a compat shader. |
| * |
| * @user_key: User space id of the shader. |
| * @shader_type: Shader type. |
| * |
| * Returns a hash key suitable for a command buffer managed resource |
| * manager hash table. |
| */ |
| static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type) |
| { |
| return user_key | (shader_type << 20); |
| } |
| |
| /** |
| * vmw_shader_remove - Stage a compat shader for removal. |
| * |
| * @man: Pointer to the compat shader manager identifying the shader namespace. |
| * @user_key: The key that is used to identify the shader. The key is |
| * unique to the shader type. |
| * @shader_type: Shader type. |
| * @list: Caller's list of staged command buffer resource actions. |
| */ |
| int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man, |
| u32 user_key, SVGA3dShaderType shader_type, |
| struct list_head *list) |
| { |
| struct vmw_resource *dummy; |
| |
| if (!vmw_shader_id_ok(user_key, shader_type)) |
| return -EINVAL; |
| |
| return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader, |
| vmw_shader_key(user_key, shader_type), |
| list, &dummy); |
| } |
| |
| /** |
| * vmw_compat_shader_add - Create a compat shader and stage it for addition |
| * as a command buffer managed resource. |
| * |
| * @man: Pointer to the compat shader manager identifying the shader namespace. |
| * @user_key: The key that is used to identify the shader. The key is |
| * unique to the shader type. |
| * @bytecode: Pointer to the bytecode of the shader. |
| * @shader_type: Shader type. |
| * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is |
| * to be created with. |
| * @list: Caller's list of staged command buffer resource actions. |
| * |
| */ |
| int vmw_compat_shader_add(struct vmw_private *dev_priv, |
| struct vmw_cmdbuf_res_manager *man, |
| u32 user_key, const void *bytecode, |
| SVGA3dShaderType shader_type, |
| size_t size, |
| struct list_head *list) |
| { |
| struct vmw_dma_buffer *buf; |
| struct ttm_bo_kmap_obj map; |
| bool is_iomem; |
| int ret; |
| struct vmw_resource *res; |
| |
| if (!vmw_shader_id_ok(user_key, shader_type)) |
| return -EINVAL; |
| |
| /* Allocate and pin a DMA buffer */ |
| buf = kzalloc(sizeof(*buf), GFP_KERNEL); |
| if (unlikely(buf == NULL)) |
| return -ENOMEM; |
| |
| ret = vmw_dmabuf_init(dev_priv, buf, size, &vmw_sys_ne_placement, |
| true, vmw_dmabuf_bo_free); |
| if (unlikely(ret != 0)) |
| goto out; |
| |
| ret = ttm_bo_reserve(&buf->base, false, true, false, NULL); |
| if (unlikely(ret != 0)) |
| goto no_reserve; |
| |
| /* Map and copy shader bytecode. */ |
| ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT, |
| &map); |
| if (unlikely(ret != 0)) { |
| ttm_bo_unreserve(&buf->base); |
| goto no_reserve; |
| } |
| |
| memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size); |
| WARN_ON(is_iomem); |
| |
| ttm_bo_kunmap(&map); |
| ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, false, true); |
| WARN_ON(ret != 0); |
| ttm_bo_unreserve(&buf->base); |
| |
| res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type); |
| if (unlikely(ret != 0)) |
| goto no_reserve; |
| |
| ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader, |
| vmw_shader_key(user_key, shader_type), |
| res, list); |
| vmw_resource_unreference(&res); |
| no_reserve: |
| vmw_dmabuf_unreference(&buf); |
| out: |
| return ret; |
| } |
| |
| /** |
| * vmw_shader_lookup - Look up a compat shader |
| * |
| * @man: Pointer to the command buffer managed resource manager identifying |
| * the shader namespace. |
| * @user_key: The user space id of the shader. |
| * @shader_type: The shader type. |
| * |
| * Returns a refcounted pointer to a struct vmw_resource if the shader was |
| * found. An error pointer otherwise. |
| */ |
| struct vmw_resource * |
| vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man, |
| u32 user_key, |
| SVGA3dShaderType shader_type) |
| { |
| if (!vmw_shader_id_ok(user_key, shader_type)) |
| return ERR_PTR(-EINVAL); |
| |
| return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader, |
| vmw_shader_key(user_key, shader_type)); |
| } |
| |
| int vmw_shader_define_ioctl(struct drm_device *dev, void *data, |
| struct drm_file *file_priv) |
| { |
| struct drm_vmw_shader_create_arg *arg = |
| (struct drm_vmw_shader_create_arg *)data; |
| |
| return vmw_shader_define(dev, file_priv, arg->shader_type, |
| arg->buffer_handle, |
| arg->size, arg->offset, |
| 0, 0, |
| &arg->shader_handle); |
| } |