Linux Audio

Check our new training course

Loading...
v4.6
   1/**************************************************************************
   2 *
   3 * Copyright © 2009-2015 VMware, Inc., Palo Alto, CA., USA
   4 * All Rights Reserved.
   5 *
   6 * Permission is hereby granted, free of charge, to any person obtaining a
   7 * copy of this software and associated documentation files (the
   8 * "Software"), to deal in the Software without restriction, including
   9 * without limitation the rights to use, copy, modify, merge, publish,
  10 * distribute, sub license, and/or sell copies of the Software, and to
  11 * permit persons to whom the Software is furnished to do so, subject to
  12 * the following conditions:
  13 *
  14 * The above copyright notice and this permission notice (including the
  15 * next paragraph) shall be included in all copies or substantial portions
  16 * of the Software.
  17 *
  18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  20 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
  21 * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
  22 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
  23 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
  24 * USE OR OTHER DEALINGS IN THE SOFTWARE.
  25 *
  26 **************************************************************************/
  27
  28#include "vmwgfx_drv.h"
  29#include "vmwgfx_resource_priv.h"
  30#include "vmwgfx_binding.h"
  31#include "ttm/ttm_placement.h"
  32
 
 
  33struct vmw_shader {
  34	struct vmw_resource res;
  35	SVGA3dShaderType type;
  36	uint32_t size;
  37	uint8_t num_input_sig;
  38	uint8_t num_output_sig;
  39};
  40
  41struct vmw_user_shader {
  42	struct ttm_base_object base;
  43	struct vmw_shader shader;
  44};
  45
  46struct vmw_dx_shader {
  47	struct vmw_resource res;
  48	struct vmw_resource *ctx;
  49	struct vmw_resource *cotable;
  50	u32 id;
  51	bool committed;
  52	struct list_head cotable_head;
  53};
  54
  55static uint64_t vmw_user_shader_size;
  56static uint64_t vmw_shader_size;
  57static size_t vmw_shader_dx_size;
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  58
  59static void vmw_user_shader_free(struct vmw_resource *res);
  60static struct vmw_resource *
  61vmw_user_shader_base_to_res(struct ttm_base_object *base);
  62
  63static int vmw_gb_shader_create(struct vmw_resource *res);
  64static int vmw_gb_shader_bind(struct vmw_resource *res,
  65			       struct ttm_validate_buffer *val_buf);
  66static int vmw_gb_shader_unbind(struct vmw_resource *res,
  67				 bool readback,
  68				 struct ttm_validate_buffer *val_buf);
  69static int vmw_gb_shader_destroy(struct vmw_resource *res);
  70
  71static int vmw_dx_shader_create(struct vmw_resource *res);
  72static int vmw_dx_shader_bind(struct vmw_resource *res,
  73			       struct ttm_validate_buffer *val_buf);
  74static int vmw_dx_shader_unbind(struct vmw_resource *res,
  75				 bool readback,
  76				 struct ttm_validate_buffer *val_buf);
  77static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
  78					enum vmw_cmdbuf_res_state state);
  79static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
  80static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
  81static uint64_t vmw_user_shader_size;
  82
  83static const struct vmw_user_resource_conv user_shader_conv = {
  84	.object_type = VMW_RES_SHADER,
  85	.base_obj_to_res = vmw_user_shader_base_to_res,
  86	.res_free = vmw_user_shader_free
  87};
  88
  89const struct vmw_user_resource_conv *user_shader_converter =
  90	&user_shader_conv;
  91
  92
  93static const struct vmw_res_func vmw_gb_shader_func = {
  94	.res_type = vmw_res_shader,
  95	.needs_backup = true,
  96	.may_evict = true,
  97	.type_name = "guest backed shaders",
  98	.backup_placement = &vmw_mob_placement,
  99	.create = vmw_gb_shader_create,
 100	.destroy = vmw_gb_shader_destroy,
 101	.bind = vmw_gb_shader_bind,
 102	.unbind = vmw_gb_shader_unbind
 103};
 104
 105static const struct vmw_res_func vmw_dx_shader_func = {
 106	.res_type = vmw_res_shader,
 107	.needs_backup = true,
 108	.may_evict = false,
 109	.type_name = "dx shaders",
 110	.backup_placement = &vmw_mob_placement,
 111	.create = vmw_dx_shader_create,
 112	/*
 113	 * The destroy callback is only called with a committed resource on
 114	 * context destroy, in which case we destroy the cotable anyway,
 115	 * so there's no need to destroy DX shaders separately.
 116	 */
 117	.destroy = NULL,
 118	.bind = vmw_dx_shader_bind,
 119	.unbind = vmw_dx_shader_unbind,
 120	.commit_notify = vmw_dx_shader_commit_notify,
 121};
 122
 123/**
 124 * Shader management:
 125 */
 126
 127static inline struct vmw_shader *
 128vmw_res_to_shader(struct vmw_resource *res)
 129{
 130	return container_of(res, struct vmw_shader, res);
 131}
 132
 133/**
 134 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
 135 * struct vmw_dx_shader
 136 *
 137 * @res: Pointer to the struct vmw_resource.
 138 */
 139static inline struct vmw_dx_shader *
 140vmw_res_to_dx_shader(struct vmw_resource *res)
 141{
 142	return container_of(res, struct vmw_dx_shader, res);
 143}
 144
 145static void vmw_hw_shader_destroy(struct vmw_resource *res)
 146{
 147	if (likely(res->func->destroy))
 148		(void) res->func->destroy(res);
 149	else
 150		res->id = -1;
 151}
 152
 153
 154static int vmw_gb_shader_init(struct vmw_private *dev_priv,
 155			      struct vmw_resource *res,
 156			      uint32_t size,
 157			      uint64_t offset,
 158			      SVGA3dShaderType type,
 159			      uint8_t num_input_sig,
 160			      uint8_t num_output_sig,
 161			      struct vmw_dma_buffer *byte_code,
 162			      void (*res_free) (struct vmw_resource *res))
 163{
 164	struct vmw_shader *shader = vmw_res_to_shader(res);
 165	int ret;
 166
 167	ret = vmw_resource_init(dev_priv, res, true, res_free,
 168				&vmw_gb_shader_func);
 
 169
 170	if (unlikely(ret != 0)) {
 171		if (res_free)
 172			res_free(res);
 173		else
 174			kfree(res);
 175		return ret;
 176	}
 177
 178	res->backup_size = size;
 179	if (byte_code) {
 180		res->backup = vmw_dmabuf_reference(byte_code);
 181		res->backup_offset = offset;
 182	}
 183	shader->size = size;
 184	shader->type = type;
 185	shader->num_input_sig = num_input_sig;
 186	shader->num_output_sig = num_output_sig;
 187
 188	vmw_resource_activate(res, vmw_hw_shader_destroy);
 189	return 0;
 190}
 191
 192/*
 193 * GB shader code:
 194 */
 195
 196static int vmw_gb_shader_create(struct vmw_resource *res)
 197{
 198	struct vmw_private *dev_priv = res->dev_priv;
 199	struct vmw_shader *shader = vmw_res_to_shader(res);
 200	int ret;
 201	struct {
 202		SVGA3dCmdHeader header;
 203		SVGA3dCmdDefineGBShader body;
 204	} *cmd;
 205
 206	if (likely(res->id != -1))
 207		return 0;
 208
 209	ret = vmw_resource_alloc_id(res);
 210	if (unlikely(ret != 0)) {
 211		DRM_ERROR("Failed to allocate a shader id.\n");
 212		goto out_no_id;
 213	}
 214
 215	if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
 216		ret = -EBUSY;
 217		goto out_no_fifo;
 218	}
 219
 220	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 221	if (unlikely(cmd == NULL)) {
 222		DRM_ERROR("Failed reserving FIFO space for shader "
 223			  "creation.\n");
 224		ret = -ENOMEM;
 225		goto out_no_fifo;
 226	}
 227
 228	cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
 229	cmd->header.size = sizeof(cmd->body);
 230	cmd->body.shid = res->id;
 231	cmd->body.type = shader->type;
 232	cmd->body.sizeInBytes = shader->size;
 233	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 234	vmw_fifo_resource_inc(dev_priv);
 235
 236	return 0;
 237
 238out_no_fifo:
 239	vmw_resource_release_id(res);
 240out_no_id:
 241	return ret;
 242}
 243
 244static int vmw_gb_shader_bind(struct vmw_resource *res,
 245			      struct ttm_validate_buffer *val_buf)
 246{
 247	struct vmw_private *dev_priv = res->dev_priv;
 248	struct {
 249		SVGA3dCmdHeader header;
 250		SVGA3dCmdBindGBShader body;
 251	} *cmd;
 252	struct ttm_buffer_object *bo = val_buf->bo;
 253
 254	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
 255
 256	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 257	if (unlikely(cmd == NULL)) {
 258		DRM_ERROR("Failed reserving FIFO space for shader "
 259			  "binding.\n");
 260		return -ENOMEM;
 261	}
 262
 263	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
 264	cmd->header.size = sizeof(cmd->body);
 265	cmd->body.shid = res->id;
 266	cmd->body.mobid = bo->mem.start;
 267	cmd->body.offsetInBytes = res->backup_offset;
 268	res->backup_dirty = false;
 269	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 270
 271	return 0;
 272}
 273
 274static int vmw_gb_shader_unbind(struct vmw_resource *res,
 275				bool readback,
 276				struct ttm_validate_buffer *val_buf)
 277{
 278	struct vmw_private *dev_priv = res->dev_priv;
 279	struct {
 280		SVGA3dCmdHeader header;
 281		SVGA3dCmdBindGBShader body;
 282	} *cmd;
 283	struct vmw_fence_obj *fence;
 284
 285	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
 286
 287	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 288	if (unlikely(cmd == NULL)) {
 289		DRM_ERROR("Failed reserving FIFO space for shader "
 290			  "unbinding.\n");
 291		return -ENOMEM;
 292	}
 293
 294	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
 295	cmd->header.size = sizeof(cmd->body);
 296	cmd->body.shid = res->id;
 297	cmd->body.mobid = SVGA3D_INVALID_ID;
 298	cmd->body.offsetInBytes = 0;
 299	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 300
 301	/*
 302	 * Create a fence object and fence the backup buffer.
 303	 */
 304
 305	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
 306					  &fence, NULL);
 307
 308	vmw_fence_single_bo(val_buf->bo, fence);
 309
 310	if (likely(fence != NULL))
 311		vmw_fence_obj_unreference(&fence);
 312
 313	return 0;
 314}
 315
 316static int vmw_gb_shader_destroy(struct vmw_resource *res)
 317{
 318	struct vmw_private *dev_priv = res->dev_priv;
 319	struct {
 320		SVGA3dCmdHeader header;
 321		SVGA3dCmdDestroyGBShader body;
 322	} *cmd;
 323
 324	if (likely(res->id == -1))
 325		return 0;
 326
 327	mutex_lock(&dev_priv->binding_mutex);
 328	vmw_binding_res_list_scrub(&res->binding_head);
 329
 330	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 331	if (unlikely(cmd == NULL)) {
 332		DRM_ERROR("Failed reserving FIFO space for shader "
 333			  "destruction.\n");
 334		mutex_unlock(&dev_priv->binding_mutex);
 335		return -ENOMEM;
 336	}
 337
 338	cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
 339	cmd->header.size = sizeof(cmd->body);
 340	cmd->body.shid = res->id;
 341	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 342	mutex_unlock(&dev_priv->binding_mutex);
 343	vmw_resource_release_id(res);
 344	vmw_fifo_resource_dec(dev_priv);
 345
 346	return 0;
 347}
 348
 349/*
 350 * DX shader code:
 351 */
 352
 353/**
 354 * vmw_dx_shader_commit_notify - Notify that a shader operation has been
 355 * committed to hardware from a user-supplied command stream.
 356 *
 357 * @res: Pointer to the shader resource.
 358 * @state: Indicating whether a creation or removal has been committed.
 359 *
 360 */
 361static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
 362					enum vmw_cmdbuf_res_state state)
 363{
 364	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 365	struct vmw_private *dev_priv = res->dev_priv;
 366
 367	if (state == VMW_CMDBUF_RES_ADD) {
 368		mutex_lock(&dev_priv->binding_mutex);
 369		vmw_cotable_add_resource(shader->cotable,
 370					 &shader->cotable_head);
 371		shader->committed = true;
 372		res->id = shader->id;
 373		mutex_unlock(&dev_priv->binding_mutex);
 374	} else {
 375		mutex_lock(&dev_priv->binding_mutex);
 376		list_del_init(&shader->cotable_head);
 377		shader->committed = false;
 378		res->id = -1;
 379		mutex_unlock(&dev_priv->binding_mutex);
 380	}
 381}
 382
 383/**
 384 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
 385 *
 386 * @res: The shader resource
 387 *
 388 * This function reverts a scrub operation.
 389 */
 390static int vmw_dx_shader_unscrub(struct vmw_resource *res)
 391{
 392	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 393	struct vmw_private *dev_priv = res->dev_priv;
 394	struct {
 395		SVGA3dCmdHeader header;
 396		SVGA3dCmdDXBindShader body;
 397	} *cmd;
 398
 399	if (!list_empty(&shader->cotable_head) || !shader->committed)
 400		return 0;
 401
 402	cmd = vmw_fifo_reserve_dx(dev_priv, sizeof(*cmd),
 403				  shader->ctx->id);
 404	if (unlikely(cmd == NULL)) {
 405		DRM_ERROR("Failed reserving FIFO space for shader "
 406			  "scrubbing.\n");
 407		return -ENOMEM;
 408	}
 409
 410	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
 411	cmd->header.size = sizeof(cmd->body);
 412	cmd->body.cid = shader->ctx->id;
 413	cmd->body.shid = shader->id;
 414	cmd->body.mobid = res->backup->base.mem.start;
 415	cmd->body.offsetInBytes = res->backup_offset;
 416	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 417
 418	vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
 419
 420	return 0;
 421}
 422
 423/**
 424 * vmw_dx_shader_create - The DX shader create callback
 425 *
 426 * @res: The DX shader resource
 427 *
 428 * The create callback is called as part of resource validation and
 429 * makes sure that we unscrub the shader if it's previously been scrubbed.
 430 */
 431static int vmw_dx_shader_create(struct vmw_resource *res)
 432{
 433	struct vmw_private *dev_priv = res->dev_priv;
 434	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 435	int ret = 0;
 436
 437	WARN_ON_ONCE(!shader->committed);
 438
 439	if (!list_empty(&res->mob_head)) {
 440		mutex_lock(&dev_priv->binding_mutex);
 441		ret = vmw_dx_shader_unscrub(res);
 442		mutex_unlock(&dev_priv->binding_mutex);
 443	}
 444
 445	res->id = shader->id;
 446	return ret;
 447}
 448
 449/**
 450 * vmw_dx_shader_bind - The DX shader bind callback
 451 *
 452 * @res: The DX shader resource
 453 * @val_buf: Pointer to the validate buffer.
 454 *
 455 */
 456static int vmw_dx_shader_bind(struct vmw_resource *res,
 457			      struct ttm_validate_buffer *val_buf)
 458{
 459	struct vmw_private *dev_priv = res->dev_priv;
 460	struct ttm_buffer_object *bo = val_buf->bo;
 461
 462	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
 463	mutex_lock(&dev_priv->binding_mutex);
 464	vmw_dx_shader_unscrub(res);
 465	mutex_unlock(&dev_priv->binding_mutex);
 466
 467	return 0;
 468}
 469
 470/**
 471 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
 472 *
 473 * @res: The shader resource
 474 *
 475 * This function unbinds a MOB from the DX shader without requiring the
 476 * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
 477 * However, once the driver eventually decides to unbind the MOB, it doesn't
 478 * need to access the context.
 479 */
 480static int vmw_dx_shader_scrub(struct vmw_resource *res)
 481{
 482	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 483	struct vmw_private *dev_priv = res->dev_priv;
 484	struct {
 485		SVGA3dCmdHeader header;
 486		SVGA3dCmdDXBindShader body;
 487	} *cmd;
 488
 489	if (list_empty(&shader->cotable_head))
 490		return 0;
 491
 492	WARN_ON_ONCE(!shader->committed);
 493	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 494	if (unlikely(cmd == NULL)) {
 495		DRM_ERROR("Failed reserving FIFO space for shader "
 496			  "scrubbing.\n");
 497		return -ENOMEM;
 498	}
 499
 500	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
 501	cmd->header.size = sizeof(cmd->body);
 502	cmd->body.cid = shader->ctx->id;
 503	cmd->body.shid = res->id;
 504	cmd->body.mobid = SVGA3D_INVALID_ID;
 505	cmd->body.offsetInBytes = 0;
 506	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 507	res->id = -1;
 508	list_del_init(&shader->cotable_head);
 509
 510	return 0;
 511}
 512
 513/**
 514 * vmw_dx_shader_unbind - The dx shader unbind callback.
 515 *
 516 * @res: The shader resource
 517 * @readback: Whether this is a readback unbind. Currently unused.
 518 * @val_buf: MOB buffer information.
 519 */
 520static int vmw_dx_shader_unbind(struct vmw_resource *res,
 521				bool readback,
 522				struct ttm_validate_buffer *val_buf)
 523{
 524	struct vmw_private *dev_priv = res->dev_priv;
 525	struct vmw_fence_obj *fence;
 526	int ret;
 527
 528	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
 529
 530	mutex_lock(&dev_priv->binding_mutex);
 531	ret = vmw_dx_shader_scrub(res);
 532	mutex_unlock(&dev_priv->binding_mutex);
 533
 534	if (ret)
 535		return ret;
 536
 537	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
 538					  &fence, NULL);
 539	vmw_fence_single_bo(val_buf->bo, fence);
 540
 541	if (likely(fence != NULL))
 542		vmw_fence_obj_unreference(&fence);
 543
 544	return 0;
 545}
 546
 547/**
 548 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
 549 * DX shaders.
 550 *
 551 * @dev_priv: Pointer to device private structure.
 552 * @list: The list of cotable resources.
 553 * @readback: Whether the call was part of a readback unbind.
 554 *
 555 * Scrubs all shader MOBs so that any subsequent shader unbind or shader
 556 * destroy operation won't need to swap in the context.
 557 */
 558void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
 559				      struct list_head *list,
 560				      bool readback)
 561{
 562	struct vmw_dx_shader *entry, *next;
 563
 564	WARN_ON_ONCE(!mutex_is_locked(&dev_priv->binding_mutex));
 565
 566	list_for_each_entry_safe(entry, next, list, cotable_head) {
 567		WARN_ON(vmw_dx_shader_scrub(&entry->res));
 568		if (!readback)
 569			entry->committed = false;
 570	}
 571}
 572
 573/**
 574 * vmw_dx_shader_res_free - The DX shader free callback
 575 *
 576 * @res: The shader resource
 577 *
 578 * Frees the DX shader resource and updates memory accounting.
 579 */
 580static void vmw_dx_shader_res_free(struct vmw_resource *res)
 581{
 582	struct vmw_private *dev_priv = res->dev_priv;
 583	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 584
 585	vmw_resource_unreference(&shader->cotable);
 586	kfree(shader);
 587	ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
 588}
 589
 590/**
 591 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
 592 * resource.
 593 *
 594 * @man: The command buffer resource manager.
 595 * @ctx: Pointer to the context resource.
 596 * @user_key: The id used for this shader.
 597 * @shader_type: The shader type.
 598 * @list: The list of staged command buffer managed resources.
 599 */
 600int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
 601		      struct vmw_resource *ctx,
 602		      u32 user_key,
 603		      SVGA3dShaderType shader_type,
 604		      struct list_head *list)
 605{
 606	struct vmw_dx_shader *shader;
 607	struct vmw_resource *res;
 608	struct vmw_private *dev_priv = ctx->dev_priv;
 609	int ret;
 610
 611	if (!vmw_shader_dx_size)
 612		vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
 613
 614	if (!vmw_shader_id_ok(user_key, shader_type))
 615		return -EINVAL;
 616
 617	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
 618				   false, true);
 619	if (ret) {
 620		if (ret != -ERESTARTSYS)
 621			DRM_ERROR("Out of graphics memory for shader "
 622				  "creation.\n");
 623		return ret;
 624	}
 625
 626	shader = kmalloc(sizeof(*shader), GFP_KERNEL);
 627	if (!shader) {
 628		ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
 629		return -ENOMEM;
 630	}
 631
 632	res = &shader->res;
 633	shader->ctx = ctx;
 634	shader->cotable = vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER);
 635	shader->id = user_key;
 636	shader->committed = false;
 637	INIT_LIST_HEAD(&shader->cotable_head);
 638	ret = vmw_resource_init(dev_priv, res, true,
 639				vmw_dx_shader_res_free, &vmw_dx_shader_func);
 640	if (ret)
 641		goto out_resource_init;
 642
 643	/*
 644	 * The user_key name-space is not per shader type for DX shaders,
 645	 * so when hashing, use a single zero shader type.
 646	 */
 647	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
 648				 vmw_shader_key(user_key, 0),
 649				 res, list);
 650	if (ret)
 651		goto out_resource_init;
 652
 653	res->id = shader->id;
 654	vmw_resource_activate(res, vmw_hw_shader_destroy);
 655
 656out_resource_init:
 657	vmw_resource_unreference(&res);
 658
 659	return ret;
 660}
 661
 662
 663
 664/**
 665 * User-space shader management:
 666 */
 667
 668static struct vmw_resource *
 669vmw_user_shader_base_to_res(struct ttm_base_object *base)
 670{
 671	return &(container_of(base, struct vmw_user_shader, base)->
 672		 shader.res);
 673}
 674
 675static void vmw_user_shader_free(struct vmw_resource *res)
 676{
 677	struct vmw_user_shader *ushader =
 678		container_of(res, struct vmw_user_shader, shader.res);
 679	struct vmw_private *dev_priv = res->dev_priv;
 680
 681	ttm_base_object_kfree(ushader, base);
 682	ttm_mem_global_free(vmw_mem_glob(dev_priv),
 683			    vmw_user_shader_size);
 684}
 685
 686static void vmw_shader_free(struct vmw_resource *res)
 687{
 688	struct vmw_shader *shader = vmw_res_to_shader(res);
 689	struct vmw_private *dev_priv = res->dev_priv;
 690
 691	kfree(shader);
 692	ttm_mem_global_free(vmw_mem_glob(dev_priv),
 693			    vmw_shader_size);
 694}
 695
 696/**
 697 * This function is called when user space has no more references on the
 698 * base object. It releases the base-object's reference on the resource object.
 699 */
 700
 701static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
 702{
 703	struct ttm_base_object *base = *p_base;
 704	struct vmw_resource *res = vmw_user_shader_base_to_res(base);
 705
 706	*p_base = NULL;
 707	vmw_resource_unreference(&res);
 708}
 709
 710int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
 711			      struct drm_file *file_priv)
 712{
 713	struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
 714	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
 715
 716	return ttm_ref_object_base_unref(tfile, arg->handle,
 717					 TTM_REF_USAGE);
 718}
 719
 720static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
 721				 struct vmw_dma_buffer *buffer,
 722				 size_t shader_size,
 723				 size_t offset,
 724				 SVGA3dShaderType shader_type,
 725				 uint8_t num_input_sig,
 726				 uint8_t num_output_sig,
 727				 struct ttm_object_file *tfile,
 728				 u32 *handle)
 729{
 730	struct vmw_user_shader *ushader;
 731	struct vmw_resource *res, *tmp;
 732	int ret;
 733
 734	/*
 735	 * Approximate idr memory usage with 128 bytes. It will be limited
 736	 * by maximum number_of shaders anyway.
 737	 */
 738	if (unlikely(vmw_user_shader_size == 0))
 739		vmw_user_shader_size =
 740			ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
 741
 742	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
 743				   vmw_user_shader_size,
 744				   false, true);
 745	if (unlikely(ret != 0)) {
 746		if (ret != -ERESTARTSYS)
 747			DRM_ERROR("Out of graphics memory for shader "
 748				  "creation.\n");
 749		goto out;
 750	}
 751
 752	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
 753	if (unlikely(ushader == NULL)) {
 754		ttm_mem_global_free(vmw_mem_glob(dev_priv),
 755				    vmw_user_shader_size);
 756		ret = -ENOMEM;
 757		goto out;
 758	}
 759
 760	res = &ushader->shader.res;
 761	ushader->base.shareable = false;
 762	ushader->base.tfile = NULL;
 763
 764	/*
 765	 * From here on, the destructor takes over resource freeing.
 766	 */
 767
 768	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
 769				 offset, shader_type, num_input_sig,
 770				 num_output_sig, buffer,
 771				 vmw_user_shader_free);
 772	if (unlikely(ret != 0))
 773		goto out;
 774
 775	tmp = vmw_resource_reference(res);
 776	ret = ttm_base_object_init(tfile, &ushader->base, false,
 777				   VMW_RES_SHADER,
 778				   &vmw_user_shader_base_release, NULL);
 779
 780	if (unlikely(ret != 0)) {
 781		vmw_resource_unreference(&tmp);
 782		goto out_err;
 783	}
 784
 785	if (handle)
 786		*handle = ushader->base.hash.key;
 787out_err:
 788	vmw_resource_unreference(&res);
 789out:
 790	return ret;
 791}
 792
 793
 794static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
 795					     struct vmw_dma_buffer *buffer,
 796					     size_t shader_size,
 797					     size_t offset,
 798					     SVGA3dShaderType shader_type)
 799{
 800	struct vmw_shader *shader;
 801	struct vmw_resource *res;
 802	int ret;
 803
 804	/*
 805	 * Approximate idr memory usage with 128 bytes. It will be limited
 806	 * by maximum number_of shaders anyway.
 807	 */
 808	if (unlikely(vmw_shader_size == 0))
 809		vmw_shader_size =
 810			ttm_round_pot(sizeof(struct vmw_shader)) + 128;
 811
 812	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
 813				   vmw_shader_size,
 814				   false, true);
 815	if (unlikely(ret != 0)) {
 816		if (ret != -ERESTARTSYS)
 817			DRM_ERROR("Out of graphics memory for shader "
 818				  "creation.\n");
 819		goto out_err;
 820	}
 821
 822	shader = kzalloc(sizeof(*shader), GFP_KERNEL);
 823	if (unlikely(shader == NULL)) {
 824		ttm_mem_global_free(vmw_mem_glob(dev_priv),
 825				    vmw_shader_size);
 826		ret = -ENOMEM;
 827		goto out_err;
 828	}
 829
 830	res = &shader->res;
 831
 832	/*
 833	 * From here on, the destructor takes over resource freeing.
 834	 */
 835	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
 836				 offset, shader_type, 0, 0, buffer,
 837				 vmw_shader_free);
 838
 839out_err:
 840	return ret ? ERR_PTR(ret) : res;
 841}
 842
 843
 844static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
 845			     enum drm_vmw_shader_type shader_type_drm,
 846			     u32 buffer_handle, size_t size, size_t offset,
 847			     uint8_t num_input_sig, uint8_t num_output_sig,
 848			     uint32_t *shader_handle)
 849{
 850	struct vmw_private *dev_priv = vmw_priv(dev);
 
 
 851	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
 852	struct vmw_dma_buffer *buffer = NULL;
 853	SVGA3dShaderType shader_type;
 854	int ret;
 855
 856	if (buffer_handle != SVGA3D_INVALID_ID) {
 857		ret = vmw_user_dmabuf_lookup(tfile, buffer_handle,
 858					     &buffer, NULL);
 859		if (unlikely(ret != 0)) {
 860			DRM_ERROR("Could not find buffer for shader "
 861				  "creation.\n");
 862			return ret;
 863		}
 864
 865		if ((u64)buffer->base.num_pages * PAGE_SIZE <
 866		    (u64)size + (u64)offset) {
 867			DRM_ERROR("Illegal buffer- or shader size.\n");
 868			ret = -EINVAL;
 869			goto out_bad_arg;
 870		}
 871	}
 872
 873	switch (shader_type_drm) {
 874	case drm_vmw_shader_type_vs:
 875		shader_type = SVGA3D_SHADERTYPE_VS;
 876		break;
 877	case drm_vmw_shader_type_ps:
 878		shader_type = SVGA3D_SHADERTYPE_PS;
 879		break;
 
 
 
 880	default:
 881		DRM_ERROR("Illegal shader type.\n");
 882		ret = -EINVAL;
 883		goto out_bad_arg;
 884	}
 885
 886	ret = ttm_read_lock(&dev_priv->reservation_sem, true);
 887	if (unlikely(ret != 0))
 888		goto out_bad_arg;
 889
 890	ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
 891				    shader_type, num_input_sig,
 892				    num_output_sig, tfile, shader_handle);
 893
 894	ttm_read_unlock(&dev_priv->reservation_sem);
 895out_bad_arg:
 896	vmw_dmabuf_unreference(&buffer);
 897	return ret;
 898}
 899
 900/**
 901 * vmw_shader_id_ok - Check whether a compat shader user key and
 902 * shader type are within valid bounds.
 903 *
 904 * @user_key: User space id of the shader.
 905 * @shader_type: Shader type.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 906 *
 907 * Returns true if valid false if not.
 
 908 */
 909static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
 910{
 911	return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 912}
 913
 914/**
 915 * vmw_shader_key - Compute a hash key suitable for a compat shader.
 916 *
 917 * @user_key: User space id of the shader.
 918 * @shader_type: Shader type.
 919 *
 920 * Returns a hash key suitable for a command buffer managed resource
 921 * manager hash table.
 
 
 922 */
 923static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
 
 924{
 925	return user_key | (shader_type << 20);
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 926}
 927
 928/**
 929 * vmw_shader_remove - Stage a compat shader for removal.
 930 *
 931 * @man: Pointer to the compat shader manager identifying the shader namespace.
 932 * @user_key: The key that is used to identify the shader. The key is
 933 * unique to the shader type.
 934 * @shader_type: Shader type.
 935 * @list: Caller's list of staged command buffer resource actions.
 936 */
 937int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
 938		      u32 user_key, SVGA3dShaderType shader_type,
 939		      struct list_head *list)
 
 
 
 
 
 
 940{
 941	struct vmw_resource *dummy;
 
 
 942
 943	if (!vmw_shader_id_ok(user_key, shader_type))
 
 
 944		return -EINVAL;
 945
 946	return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
 947				     vmw_shader_key(user_key, shader_type),
 948				     list, &dummy);
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 949}
 950
 951/**
 952 * vmw_compat_shader_add - Create a compat shader and stage it for addition
 953 * as a command buffer managed resource.
 954 *
 955 * @man: Pointer to the compat shader manager identifying the shader namespace.
 956 * @user_key: The key that is used to identify the shader. The key is
 957 * unique to the shader type.
 958 * @bytecode: Pointer to the bytecode of the shader.
 959 * @shader_type: Shader type.
 960 * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
 961 * to be created with.
 962 * @list: Caller's list of staged command buffer resource actions.
 963 *
 
 
 964 */
 965int vmw_compat_shader_add(struct vmw_private *dev_priv,
 966			  struct vmw_cmdbuf_res_manager *man,
 967			  u32 user_key, const void *bytecode,
 968			  SVGA3dShaderType shader_type,
 969			  size_t size,
 
 970			  struct list_head *list)
 971{
 972	struct vmw_dma_buffer *buf;
 973	struct ttm_bo_kmap_obj map;
 974	bool is_iomem;
 
 
 975	int ret;
 976	struct vmw_resource *res;
 977
 978	if (!vmw_shader_id_ok(user_key, shader_type))
 979		return -EINVAL;
 980
 981	/* Allocate and pin a DMA buffer */
 982	buf = kzalloc(sizeof(*buf), GFP_KERNEL);
 983	if (unlikely(buf == NULL))
 984		return -ENOMEM;
 985
 986	ret = vmw_dmabuf_init(dev_priv, buf, size, &vmw_sys_ne_placement,
 987			      true, vmw_dmabuf_bo_free);
 988	if (unlikely(ret != 0))
 989		goto out;
 990
 991	ret = ttm_bo_reserve(&buf->base, false, true, false, NULL);
 992	if (unlikely(ret != 0))
 993		goto no_reserve;
 994
 995	/* Map and copy shader bytecode. */
 996	ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
 997			  &map);
 998	if (unlikely(ret != 0)) {
 999		ttm_bo_unreserve(&buf->base);
1000		goto no_reserve;
1001	}
1002
1003	memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
1004	WARN_ON(is_iomem);
1005
1006	ttm_bo_kunmap(&map);
1007	ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, false, true);
1008	WARN_ON(ret != 0);
1009	ttm_bo_unreserve(&buf->base);
1010
1011	res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
 
 
 
1012	if (unlikely(ret != 0))
1013		goto no_reserve;
 
 
 
 
 
 
 
1014
1015	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1016				 vmw_shader_key(user_key, shader_type),
1017				 res, list);
1018	vmw_resource_unreference(&res);
 
 
 
 
 
 
 
 
 
 
 
 
1019no_reserve:
1020	vmw_dmabuf_unreference(&buf);
1021out:
1022	return ret;
1023}
1024
1025/**
1026 * vmw_shader_lookup - Look up a compat shader
1027 *
1028 * @man: Pointer to the command buffer managed resource manager identifying
1029 * the shader namespace.
1030 * @user_key: The user space id of the shader.
1031 * @shader_type: The shader type.
1032 *
1033 * Returns a refcounted pointer to a struct vmw_resource if the shader was
1034 * found. An error pointer otherwise.
1035 */
1036struct vmw_resource *
1037vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1038		  u32 user_key,
1039		  SVGA3dShaderType shader_type)
1040{
1041	if (!vmw_shader_id_ok(user_key, shader_type))
1042		return ERR_PTR(-EINVAL);
 
 
 
 
 
 
 
 
 
 
1043
1044	return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1045				     vmw_shader_key(user_key, shader_type));
1046}
1047
1048int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1049			     struct drm_file *file_priv)
 
 
 
 
 
 
1050{
1051	struct drm_vmw_shader_create_arg *arg =
1052		(struct drm_vmw_shader_create_arg *)data;
 
 
 
1053
1054	return vmw_shader_define(dev, file_priv, arg->shader_type,
1055				 arg->buffer_handle,
1056				 arg->size, arg->offset,
1057				 0, 0,
1058				 &arg->shader_handle);
1059}
v3.15
  1/**************************************************************************
  2 *
  3 * Copyright © 2009-2012 VMware, Inc., Palo Alto, CA., USA
  4 * All Rights Reserved.
  5 *
  6 * Permission is hereby granted, free of charge, to any person obtaining a
  7 * copy of this software and associated documentation files (the
  8 * "Software"), to deal in the Software without restriction, including
  9 * without limitation the rights to use, copy, modify, merge, publish,
 10 * distribute, sub license, and/or sell copies of the Software, and to
 11 * permit persons to whom the Software is furnished to do so, subject to
 12 * the following conditions:
 13 *
 14 * The above copyright notice and this permission notice (including the
 15 * next paragraph) shall be included in all copies or substantial portions
 16 * of the Software.
 17 *
 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 20 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
 21 * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
 22 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
 23 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
 24 * USE OR OTHER DEALINGS IN THE SOFTWARE.
 25 *
 26 **************************************************************************/
 27
 28#include "vmwgfx_drv.h"
 29#include "vmwgfx_resource_priv.h"
 
 30#include "ttm/ttm_placement.h"
 31
 32#define VMW_COMPAT_SHADER_HT_ORDER 12
 33
 34struct vmw_shader {
 35	struct vmw_resource res;
 36	SVGA3dShaderType type;
 37	uint32_t size;
 
 
 38};
 39
 40struct vmw_user_shader {
 41	struct ttm_base_object base;
 42	struct vmw_shader shader;
 43};
 44
 45/**
 46 * enum vmw_compat_shader_state - Staging state for compat shaders
 47 */
 48enum vmw_compat_shader_state {
 49	VMW_COMPAT_COMMITED,
 50	VMW_COMPAT_ADD,
 51	VMW_COMPAT_DEL
 52};
 53
 54/**
 55 * struct vmw_compat_shader - Metadata for compat shaders.
 56 *
 57 * @handle: The TTM handle of the guest backed shader.
 58 * @tfile: The struct ttm_object_file the guest backed shader is registered
 59 * with.
 60 * @hash: Hash item for lookup.
 61 * @head: List head for staging lists or the compat shader manager list.
 62 * @state: Staging state.
 63 *
 64 * The structure is protected by the cmdbuf lock.
 65 */
 66struct vmw_compat_shader {
 67	u32 handle;
 68	struct ttm_object_file *tfile;
 69	struct drm_hash_item hash;
 70	struct list_head head;
 71	enum vmw_compat_shader_state state;
 72};
 73
 74/**
 75 * struct vmw_compat_shader_manager - Compat shader manager.
 76 *
 77 * @shaders: Hash table containing staged and commited compat shaders
 78 * @list: List of commited shaders.
 79 * @dev_priv: Pointer to a device private structure.
 80 *
 81 * @shaders and @list are protected by the cmdbuf mutex for now.
 82 */
 83struct vmw_compat_shader_manager {
 84	struct drm_open_hash shaders;
 85	struct list_head list;
 86	struct vmw_private *dev_priv;
 87};
 88
 89static void vmw_user_shader_free(struct vmw_resource *res);
 90static struct vmw_resource *
 91vmw_user_shader_base_to_res(struct ttm_base_object *base);
 92
 93static int vmw_gb_shader_create(struct vmw_resource *res);
 94static int vmw_gb_shader_bind(struct vmw_resource *res,
 95			       struct ttm_validate_buffer *val_buf);
 96static int vmw_gb_shader_unbind(struct vmw_resource *res,
 97				 bool readback,
 98				 struct ttm_validate_buffer *val_buf);
 99static int vmw_gb_shader_destroy(struct vmw_resource *res);
100
 
 
 
 
 
 
 
 
 
 
101static uint64_t vmw_user_shader_size;
102
103static const struct vmw_user_resource_conv user_shader_conv = {
104	.object_type = VMW_RES_SHADER,
105	.base_obj_to_res = vmw_user_shader_base_to_res,
106	.res_free = vmw_user_shader_free
107};
108
109const struct vmw_user_resource_conv *user_shader_converter =
110	&user_shader_conv;
111
112
113static const struct vmw_res_func vmw_gb_shader_func = {
114	.res_type = vmw_res_shader,
115	.needs_backup = true,
116	.may_evict = true,
117	.type_name = "guest backed shaders",
118	.backup_placement = &vmw_mob_placement,
119	.create = vmw_gb_shader_create,
120	.destroy = vmw_gb_shader_destroy,
121	.bind = vmw_gb_shader_bind,
122	.unbind = vmw_gb_shader_unbind
123};
124
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
125/**
126 * Shader management:
127 */
128
129static inline struct vmw_shader *
130vmw_res_to_shader(struct vmw_resource *res)
131{
132	return container_of(res, struct vmw_shader, res);
133}
134
 
 
 
 
 
 
 
 
 
 
 
 
135static void vmw_hw_shader_destroy(struct vmw_resource *res)
136{
137	(void) vmw_gb_shader_destroy(res);
 
 
 
138}
139
 
140static int vmw_gb_shader_init(struct vmw_private *dev_priv,
141			      struct vmw_resource *res,
142			      uint32_t size,
143			      uint64_t offset,
144			      SVGA3dShaderType type,
 
 
145			      struct vmw_dma_buffer *byte_code,
146			      void (*res_free) (struct vmw_resource *res))
147{
148	struct vmw_shader *shader = vmw_res_to_shader(res);
149	int ret;
150
151	ret = vmw_resource_init(dev_priv, res, true,
152				res_free, &vmw_gb_shader_func);
153
154
155	if (unlikely(ret != 0)) {
156		if (res_free)
157			res_free(res);
158		else
159			kfree(res);
160		return ret;
161	}
162
163	res->backup_size = size;
164	if (byte_code) {
165		res->backup = vmw_dmabuf_reference(byte_code);
166		res->backup_offset = offset;
167	}
168	shader->size = size;
169	shader->type = type;
 
 
170
171	vmw_resource_activate(res, vmw_hw_shader_destroy);
172	return 0;
173}
174
 
 
 
 
175static int vmw_gb_shader_create(struct vmw_resource *res)
176{
177	struct vmw_private *dev_priv = res->dev_priv;
178	struct vmw_shader *shader = vmw_res_to_shader(res);
179	int ret;
180	struct {
181		SVGA3dCmdHeader header;
182		SVGA3dCmdDefineGBShader body;
183	} *cmd;
184
185	if (likely(res->id != -1))
186		return 0;
187
188	ret = vmw_resource_alloc_id(res);
189	if (unlikely(ret != 0)) {
190		DRM_ERROR("Failed to allocate a shader id.\n");
191		goto out_no_id;
192	}
193
194	if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
195		ret = -EBUSY;
196		goto out_no_fifo;
197	}
198
199	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
200	if (unlikely(cmd == NULL)) {
201		DRM_ERROR("Failed reserving FIFO space for shader "
202			  "creation.\n");
203		ret = -ENOMEM;
204		goto out_no_fifo;
205	}
206
207	cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
208	cmd->header.size = sizeof(cmd->body);
209	cmd->body.shid = res->id;
210	cmd->body.type = shader->type;
211	cmd->body.sizeInBytes = shader->size;
212	vmw_fifo_commit(dev_priv, sizeof(*cmd));
213	(void) vmw_3d_resource_inc(dev_priv, false);
214
215	return 0;
216
217out_no_fifo:
218	vmw_resource_release_id(res);
219out_no_id:
220	return ret;
221}
222
223static int vmw_gb_shader_bind(struct vmw_resource *res,
224			      struct ttm_validate_buffer *val_buf)
225{
226	struct vmw_private *dev_priv = res->dev_priv;
227	struct {
228		SVGA3dCmdHeader header;
229		SVGA3dCmdBindGBShader body;
230	} *cmd;
231	struct ttm_buffer_object *bo = val_buf->bo;
232
233	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
234
235	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
236	if (unlikely(cmd == NULL)) {
237		DRM_ERROR("Failed reserving FIFO space for shader "
238			  "binding.\n");
239		return -ENOMEM;
240	}
241
242	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
243	cmd->header.size = sizeof(cmd->body);
244	cmd->body.shid = res->id;
245	cmd->body.mobid = bo->mem.start;
246	cmd->body.offsetInBytes = 0;
247	res->backup_dirty = false;
248	vmw_fifo_commit(dev_priv, sizeof(*cmd));
249
250	return 0;
251}
252
253static int vmw_gb_shader_unbind(struct vmw_resource *res,
254				bool readback,
255				struct ttm_validate_buffer *val_buf)
256{
257	struct vmw_private *dev_priv = res->dev_priv;
258	struct {
259		SVGA3dCmdHeader header;
260		SVGA3dCmdBindGBShader body;
261	} *cmd;
262	struct vmw_fence_obj *fence;
263
264	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
265
266	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
267	if (unlikely(cmd == NULL)) {
268		DRM_ERROR("Failed reserving FIFO space for shader "
269			  "unbinding.\n");
270		return -ENOMEM;
271	}
272
273	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
274	cmd->header.size = sizeof(cmd->body);
275	cmd->body.shid = res->id;
276	cmd->body.mobid = SVGA3D_INVALID_ID;
277	cmd->body.offsetInBytes = 0;
278	vmw_fifo_commit(dev_priv, sizeof(*cmd));
279
280	/*
281	 * Create a fence object and fence the backup buffer.
282	 */
283
284	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
285					  &fence, NULL);
286
287	vmw_fence_single_bo(val_buf->bo, fence);
288
289	if (likely(fence != NULL))
290		vmw_fence_obj_unreference(&fence);
291
292	return 0;
293}
294
295static int vmw_gb_shader_destroy(struct vmw_resource *res)
296{
297	struct vmw_private *dev_priv = res->dev_priv;
298	struct {
299		SVGA3dCmdHeader header;
300		SVGA3dCmdDestroyGBShader body;
301	} *cmd;
302
303	if (likely(res->id == -1))
304		return 0;
305
306	mutex_lock(&dev_priv->binding_mutex);
307	vmw_context_binding_res_list_scrub(&res->binding_head);
308
309	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
310	if (unlikely(cmd == NULL)) {
311		DRM_ERROR("Failed reserving FIFO space for shader "
312			  "destruction.\n");
313		mutex_unlock(&dev_priv->binding_mutex);
314		return -ENOMEM;
315	}
316
317	cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
318	cmd->header.size = sizeof(cmd->body);
319	cmd->body.shid = res->id;
320	vmw_fifo_commit(dev_priv, sizeof(*cmd));
321	mutex_unlock(&dev_priv->binding_mutex);
322	vmw_resource_release_id(res);
323	vmw_3d_resource_dec(dev_priv, false);
324
325	return 0;
326}
327
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
328/**
329 * User-space shader management:
330 */
331
332static struct vmw_resource *
333vmw_user_shader_base_to_res(struct ttm_base_object *base)
334{
335	return &(container_of(base, struct vmw_user_shader, base)->
336		 shader.res);
337}
338
339static void vmw_user_shader_free(struct vmw_resource *res)
340{
341	struct vmw_user_shader *ushader =
342		container_of(res, struct vmw_user_shader, shader.res);
343	struct vmw_private *dev_priv = res->dev_priv;
344
345	ttm_base_object_kfree(ushader, base);
346	ttm_mem_global_free(vmw_mem_glob(dev_priv),
347			    vmw_user_shader_size);
348}
349
 
 
 
 
 
 
 
 
 
 
350/**
351 * This function is called when user space has no more references on the
352 * base object. It releases the base-object's reference on the resource object.
353 */
354
355static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
356{
357	struct ttm_base_object *base = *p_base;
358	struct vmw_resource *res = vmw_user_shader_base_to_res(base);
359
360	*p_base = NULL;
361	vmw_resource_unreference(&res);
362}
363
364int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
365			      struct drm_file *file_priv)
366{
367	struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
368	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
369
370	return ttm_ref_object_base_unref(tfile, arg->handle,
371					 TTM_REF_USAGE);
372}
373
374static int vmw_shader_alloc(struct vmw_private *dev_priv,
375			    struct vmw_dma_buffer *buffer,
376			    size_t shader_size,
377			    size_t offset,
378			    SVGA3dShaderType shader_type,
379			    struct ttm_object_file *tfile,
380			    u32 *handle)
 
 
381{
382	struct vmw_user_shader *ushader;
383	struct vmw_resource *res, *tmp;
384	int ret;
385
386	/*
387	 * Approximate idr memory usage with 128 bytes. It will be limited
388	 * by maximum number_of shaders anyway.
389	 */
390	if (unlikely(vmw_user_shader_size == 0))
391		vmw_user_shader_size =
392			ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
393
394	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
395				   vmw_user_shader_size,
396				   false, true);
397	if (unlikely(ret != 0)) {
398		if (ret != -ERESTARTSYS)
399			DRM_ERROR("Out of graphics memory for shader "
400				  "creation.\n");
401		goto out;
402	}
403
404	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
405	if (unlikely(ushader == NULL)) {
406		ttm_mem_global_free(vmw_mem_glob(dev_priv),
407				    vmw_user_shader_size);
408		ret = -ENOMEM;
409		goto out;
410	}
411
412	res = &ushader->shader.res;
413	ushader->base.shareable = false;
414	ushader->base.tfile = NULL;
415
416	/*
417	 * From here on, the destructor takes over resource freeing.
418	 */
419
420	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
421				 offset, shader_type, buffer,
 
422				 vmw_user_shader_free);
423	if (unlikely(ret != 0))
424		goto out;
425
426	tmp = vmw_resource_reference(res);
427	ret = ttm_base_object_init(tfile, &ushader->base, false,
428				   VMW_RES_SHADER,
429				   &vmw_user_shader_base_release, NULL);
430
431	if (unlikely(ret != 0)) {
432		vmw_resource_unreference(&tmp);
433		goto out_err;
434	}
435
436	if (handle)
437		*handle = ushader->base.hash.key;
438out_err:
439	vmw_resource_unreference(&res);
440out:
441	return ret;
442}
443
444
445int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
446			     struct drm_file *file_priv)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
447{
448	struct vmw_private *dev_priv = vmw_priv(dev);
449	struct drm_vmw_shader_create_arg *arg =
450		(struct drm_vmw_shader_create_arg *)data;
451	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
452	struct vmw_dma_buffer *buffer = NULL;
453	SVGA3dShaderType shader_type;
454	int ret;
455
456	if (arg->buffer_handle != SVGA3D_INVALID_ID) {
457		ret = vmw_user_dmabuf_lookup(tfile, arg->buffer_handle,
458					     &buffer);
459		if (unlikely(ret != 0)) {
460			DRM_ERROR("Could not find buffer for shader "
461				  "creation.\n");
462			return ret;
463		}
464
465		if ((u64)buffer->base.num_pages * PAGE_SIZE <
466		    (u64)arg->size + (u64)arg->offset) {
467			DRM_ERROR("Illegal buffer- or shader size.\n");
468			ret = -EINVAL;
469			goto out_bad_arg;
470		}
471	}
472
473	switch (arg->shader_type) {
474	case drm_vmw_shader_type_vs:
475		shader_type = SVGA3D_SHADERTYPE_VS;
476		break;
477	case drm_vmw_shader_type_ps:
478		shader_type = SVGA3D_SHADERTYPE_PS;
479		break;
480	case drm_vmw_shader_type_gs:
481		shader_type = SVGA3D_SHADERTYPE_GS;
482		break;
483	default:
484		DRM_ERROR("Illegal shader type.\n");
485		ret = -EINVAL;
486		goto out_bad_arg;
487	}
488
489	ret = ttm_read_lock(&dev_priv->reservation_sem, true);
490	if (unlikely(ret != 0))
491		goto out_bad_arg;
492
493	ret = vmw_shader_alloc(dev_priv, buffer, arg->size, arg->offset,
494			       shader_type, tfile, &arg->shader_handle);
 
495
496	ttm_read_unlock(&dev_priv->reservation_sem);
497out_bad_arg:
498	vmw_dmabuf_unreference(&buffer);
499	return ret;
500}
501
502/**
503 * vmw_compat_shader_lookup - Look up a compat shader
 
504 *
505 * @man: Pointer to the compat shader manager.
506 * @shader_type: The shader type, that combined with the user_key identifies
507 * the shader.
508 * @user_key: On entry, this should be a pointer to the user_key.
509 * On successful exit, it will contain the guest-backed shader's TTM handle.
510 *
511 * Returns 0 on success. Non-zero on failure, in which case the value pointed
512 * to by @user_key is unmodified.
513 */
514int vmw_compat_shader_lookup(struct vmw_compat_shader_manager *man,
515			     SVGA3dShaderType shader_type,
516			     u32 *user_key)
517{
518	struct drm_hash_item *hash;
519	int ret;
520	unsigned long key = *user_key | (shader_type << 24);
521
522	ret = drm_ht_find_item(&man->shaders, key, &hash);
523	if (unlikely(ret != 0))
524		return ret;
525
526	*user_key = drm_hash_entry(hash, struct vmw_compat_shader,
527				   hash)->handle;
528
529	return 0;
530}
531
532/**
533 * vmw_compat_shader_free - Free a compat shader.
534 *
535 * @man: Pointer to the compat shader manager.
536 * @entry: Pointer to a struct vmw_compat_shader.
537 *
538 * Frees a struct vmw_compat_shder entry and drops its reference to the
539 * guest backed shader.
540 */
541static void vmw_compat_shader_free(struct vmw_compat_shader_manager *man,
542				   struct vmw_compat_shader *entry)
543{
544	list_del(&entry->head);
545	WARN_ON(drm_ht_remove_item(&man->shaders, &entry->hash));
546	WARN_ON(ttm_ref_object_base_unref(entry->tfile, entry->handle,
547					  TTM_REF_USAGE));
548	kfree(entry);
549}
550
551/**
552 * vmw_compat_shaders_commit - Commit a list of compat shader actions.
553 *
554 * @man: Pointer to the compat shader manager.
555 * @list: Caller's list of compat shader actions.
556 *
557 * This function commits a list of compat shader additions or removals.
558 * It is typically called when the execbuf ioctl call triggering these
559 * actions has commited the fifo contents to the device.
560 */
561void vmw_compat_shaders_commit(struct vmw_compat_shader_manager *man,
562			       struct list_head *list)
563{
564	struct vmw_compat_shader *entry, *next;
565
566	list_for_each_entry_safe(entry, next, list, head) {
567		list_del(&entry->head);
568		switch (entry->state) {
569		case VMW_COMPAT_ADD:
570			entry->state = VMW_COMPAT_COMMITED;
571			list_add_tail(&entry->head, &man->list);
572			break;
573		case VMW_COMPAT_DEL:
574			ttm_ref_object_base_unref(entry->tfile, entry->handle,
575						  TTM_REF_USAGE);
576			kfree(entry);
577			break;
578		default:
579			BUG();
580			break;
581		}
582	}
583}
584
585/**
586 * vmw_compat_shaders_revert - Revert a list of compat shader actions
587 *
588 * @man: Pointer to the compat shader manager.
589 * @list: Caller's list of compat shader actions.
590 *
591 * This function reverts a list of compat shader additions or removals.
592 * It is typically called when the execbuf ioctl call triggering these
593 * actions failed for some reason, and the command stream was never
594 * submitted.
595 */
596void vmw_compat_shaders_revert(struct vmw_compat_shader_manager *man,
597			       struct list_head *list)
598{
599	struct vmw_compat_shader *entry, *next;
600	int ret;
601
602	list_for_each_entry_safe(entry, next, list, head) {
603		switch (entry->state) {
604		case VMW_COMPAT_ADD:
605			vmw_compat_shader_free(man, entry);
606			break;
607		case VMW_COMPAT_DEL:
608			ret = drm_ht_insert_item(&man->shaders, &entry->hash);
609			list_del(&entry->head);
610			list_add_tail(&entry->head, &man->list);
611			entry->state = VMW_COMPAT_COMMITED;
612			break;
613		default:
614			BUG();
615			break;
616		}
617	}
618}
619
620/**
621 * vmw_compat_shader_remove - Stage a compat shader for removal.
622 *
623 * @man: Pointer to the compat shader manager
624 * @user_key: The key that is used to identify the shader. The key is
625 * unique to the shader type.
626 * @shader_type: Shader type.
627 * @list: Caller's list of staged shader actions.
628 *
629 * This function stages a compat shader for removal and removes the key from
630 * the shader manager's hash table. If the shader was previously only staged
631 * for addition it is completely removed (But the execbuf code may keep a
632 * reference if it was bound to a context between addition and removal). If
633 * it was previously commited to the manager, it is staged for removal.
634 */
635int vmw_compat_shader_remove(struct vmw_compat_shader_manager *man,
636			     u32 user_key, SVGA3dShaderType shader_type,
637			     struct list_head *list)
638{
639	struct vmw_compat_shader *entry;
640	struct drm_hash_item *hash;
641	int ret;
642
643	ret = drm_ht_find_item(&man->shaders, user_key | (shader_type << 24),
644			       &hash);
645	if (likely(ret != 0))
646		return -EINVAL;
647
648	entry = drm_hash_entry(hash, struct vmw_compat_shader, hash);
649
650	switch (entry->state) {
651	case VMW_COMPAT_ADD:
652		vmw_compat_shader_free(man, entry);
653		break;
654	case VMW_COMPAT_COMMITED:
655		(void) drm_ht_remove_item(&man->shaders, &entry->hash);
656		list_del(&entry->head);
657		entry->state = VMW_COMPAT_DEL;
658		list_add_tail(&entry->head, list);
659		break;
660	default:
661		BUG();
662		break;
663	}
664
665	return 0;
666}
667
668/**
669 * vmw_compat_shader_add - Create a compat shader and add the
670 * key to the manager
671 *
672 * @man: Pointer to the compat shader manager
673 * @user_key: The key that is used to identify the shader. The key is
674 * unique to the shader type.
675 * @bytecode: Pointer to the bytecode of the shader.
676 * @shader_type: Shader type.
677 * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
678 * to be created with.
679 * @list: Caller's list of staged shader actions.
680 *
681 * Note that only the key is added to the shader manager's hash table.
682 * The shader is not yet added to the shader manager's list of shaders.
683 */
684int vmw_compat_shader_add(struct vmw_compat_shader_manager *man,
 
685			  u32 user_key, const void *bytecode,
686			  SVGA3dShaderType shader_type,
687			  size_t size,
688			  struct ttm_object_file *tfile,
689			  struct list_head *list)
690{
691	struct vmw_dma_buffer *buf;
692	struct ttm_bo_kmap_obj map;
693	bool is_iomem;
694	struct vmw_compat_shader *compat;
695	u32 handle;
696	int ret;
 
697
698	if (user_key > ((1 << 24) - 1) || (unsigned) shader_type > 16)
699		return -EINVAL;
700
701	/* Allocate and pin a DMA buffer */
702	buf = kzalloc(sizeof(*buf), GFP_KERNEL);
703	if (unlikely(buf == NULL))
704		return -ENOMEM;
705
706	ret = vmw_dmabuf_init(man->dev_priv, buf, size, &vmw_sys_ne_placement,
707			      true, vmw_dmabuf_bo_free);
708	if (unlikely(ret != 0))
709		goto out;
710
711	ret = ttm_bo_reserve(&buf->base, false, true, false, NULL);
712	if (unlikely(ret != 0))
713		goto no_reserve;
714
715	/* Map and copy shader bytecode. */
716	ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
717			  &map);
718	if (unlikely(ret != 0)) {
719		ttm_bo_unreserve(&buf->base);
720		goto no_reserve;
721	}
722
723	memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
724	WARN_ON(is_iomem);
725
726	ttm_bo_kunmap(&map);
727	ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, false, true);
728	WARN_ON(ret != 0);
729	ttm_bo_unreserve(&buf->base);
730
731	/* Create a guest-backed shader container backed by the dma buffer */
732	ret = vmw_shader_alloc(man->dev_priv, buf, size, 0, shader_type,
733			       tfile, &handle);
734	vmw_dmabuf_unreference(&buf);
735	if (unlikely(ret != 0))
736		goto no_reserve;
737	/*
738	 * Create a compat shader structure and stage it for insertion
739	 * in the manager
740	 */
741	compat = kzalloc(sizeof(*compat), GFP_KERNEL);
742	if (compat == NULL)
743		goto no_compat;
744
745	compat->hash.key = user_key |  (shader_type << 24);
746	ret = drm_ht_insert_item(&man->shaders, &compat->hash);
747	if (unlikely(ret != 0))
748		goto out_invalid_key;
749
750	compat->state = VMW_COMPAT_ADD;
751	compat->handle = handle;
752	compat->tfile = tfile;
753	list_add_tail(&compat->head, list);
754
755	return 0;
756
757out_invalid_key:
758	kfree(compat);
759no_compat:
760	ttm_ref_object_base_unref(tfile, handle, TTM_REF_USAGE);
761no_reserve:
 
762out:
763	return ret;
764}
765
766/**
767 * vmw_compat_shader_man_create - Create a compat shader manager
768 *
769 * @dev_priv: Pointer to a device private structure.
 
 
 
770 *
771 * Typically done at file open time. If successful returns a pointer to a
772 * compat shader manager. Otherwise returns an error pointer.
773 */
774struct vmw_compat_shader_manager *
775vmw_compat_shader_man_create(struct vmw_private *dev_priv)
 
 
776{
777	struct vmw_compat_shader_manager *man;
778	int ret;
779
780	man = kzalloc(sizeof(*man), GFP_KERNEL);
781	if (man == NULL)
782		return ERR_PTR(-ENOMEM);
783
784	man->dev_priv = dev_priv;
785	INIT_LIST_HEAD(&man->list);
786	ret = drm_ht_create(&man->shaders, VMW_COMPAT_SHADER_HT_ORDER);
787	if (ret == 0)
788		return man;
789
790	kfree(man);
791	return ERR_PTR(ret);
792}
793
794/**
795 * vmw_compat_shader_man_destroy - Destroy a compat shader manager
796 *
797 * @man: Pointer to the shader manager to destroy.
798 *
799 * Typically done at file close time.
800 */
801void vmw_compat_shader_man_destroy(struct vmw_compat_shader_manager *man)
802{
803	struct vmw_compat_shader *entry, *next;
804
805	mutex_lock(&man->dev_priv->cmdbuf_mutex);
806	list_for_each_entry_safe(entry, next, &man->list, head)
807		vmw_compat_shader_free(man, entry);
808
809	mutex_unlock(&man->dev_priv->cmdbuf_mutex);
810	kfree(man);
 
 
 
811}