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1// SPDX-License-Identifier: GPL-2.0 OR MIT
2/**************************************************************************
3 *
4 * Copyright 2009-2015 VMware, Inc., Palo Alto, CA., USA
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 <drm/ttm/ttm_placement.h>
29
30#include "vmwgfx_drv.h"
31#include "vmwgfx_resource_priv.h"
32#include "vmwgfx_binding.h"
33
34struct vmw_shader {
35 struct vmw_resource res;
36 SVGA3dShaderType type;
37 uint32_t size;
38 uint8_t num_input_sig;
39 uint8_t num_output_sig;
40};
41
42struct vmw_user_shader {
43 struct ttm_base_object base;
44 struct vmw_shader shader;
45};
46
47struct vmw_dx_shader {
48 struct vmw_resource res;
49 struct vmw_resource *ctx;
50 struct vmw_resource *cotable;
51 u32 id;
52 bool committed;
53 struct list_head cotable_head;
54};
55
56static uint64_t vmw_user_shader_size;
57static uint64_t vmw_shader_size;
58static size_t vmw_shader_dx_size;
59
60static void vmw_user_shader_free(struct vmw_resource *res);
61static struct vmw_resource *
62vmw_user_shader_base_to_res(struct ttm_base_object *base);
63
64static int vmw_gb_shader_create(struct vmw_resource *res);
65static int vmw_gb_shader_bind(struct vmw_resource *res,
66 struct ttm_validate_buffer *val_buf);
67static int vmw_gb_shader_unbind(struct vmw_resource *res,
68 bool readback,
69 struct ttm_validate_buffer *val_buf);
70static int vmw_gb_shader_destroy(struct vmw_resource *res);
71
72static int vmw_dx_shader_create(struct vmw_resource *res);
73static int vmw_dx_shader_bind(struct vmw_resource *res,
74 struct ttm_validate_buffer *val_buf);
75static int vmw_dx_shader_unbind(struct vmw_resource *res,
76 bool readback,
77 struct ttm_validate_buffer *val_buf);
78static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
79 enum vmw_cmdbuf_res_state state);
80static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
81static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
82static uint64_t vmw_user_shader_size;
83
84static const struct vmw_user_resource_conv user_shader_conv = {
85 .object_type = VMW_RES_SHADER,
86 .base_obj_to_res = vmw_user_shader_base_to_res,
87 .res_free = vmw_user_shader_free
88};
89
90const struct vmw_user_resource_conv *user_shader_converter =
91 &user_shader_conv;
92
93
94static const struct vmw_res_func vmw_gb_shader_func = {
95 .res_type = vmw_res_shader,
96 .needs_backup = true,
97 .may_evict = true,
98 .prio = 3,
99 .dirty_prio = 3,
100 .type_name = "guest backed shaders",
101 .backup_placement = &vmw_mob_placement,
102 .create = vmw_gb_shader_create,
103 .destroy = vmw_gb_shader_destroy,
104 .bind = vmw_gb_shader_bind,
105 .unbind = vmw_gb_shader_unbind
106};
107
108static const struct vmw_res_func vmw_dx_shader_func = {
109 .res_type = vmw_res_shader,
110 .needs_backup = true,
111 .may_evict = true,
112 .prio = 3,
113 .dirty_prio = 3,
114 .type_name = "dx shaders",
115 .backup_placement = &vmw_mob_placement,
116 .create = vmw_dx_shader_create,
117 /*
118 * The destroy callback is only called with a committed resource on
119 * context destroy, in which case we destroy the cotable anyway,
120 * so there's no need to destroy DX shaders separately.
121 */
122 .destroy = NULL,
123 .bind = vmw_dx_shader_bind,
124 .unbind = vmw_dx_shader_unbind,
125 .commit_notify = vmw_dx_shader_commit_notify,
126};
127
128/**
129 * Shader management:
130 */
131
132static inline struct vmw_shader *
133vmw_res_to_shader(struct vmw_resource *res)
134{
135 return container_of(res, struct vmw_shader, res);
136}
137
138/**
139 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
140 * struct vmw_dx_shader
141 *
142 * @res: Pointer to the struct vmw_resource.
143 */
144static inline struct vmw_dx_shader *
145vmw_res_to_dx_shader(struct vmw_resource *res)
146{
147 return container_of(res, struct vmw_dx_shader, res);
148}
149
150static void vmw_hw_shader_destroy(struct vmw_resource *res)
151{
152 if (likely(res->func->destroy))
153 (void) res->func->destroy(res);
154 else
155 res->id = -1;
156}
157
158
159static int vmw_gb_shader_init(struct vmw_private *dev_priv,
160 struct vmw_resource *res,
161 uint32_t size,
162 uint64_t offset,
163 SVGA3dShaderType type,
164 uint8_t num_input_sig,
165 uint8_t num_output_sig,
166 struct vmw_buffer_object *byte_code,
167 void (*res_free) (struct vmw_resource *res))
168{
169 struct vmw_shader *shader = vmw_res_to_shader(res);
170 int ret;
171
172 ret = vmw_resource_init(dev_priv, res, true, res_free,
173 &vmw_gb_shader_func);
174
175 if (unlikely(ret != 0)) {
176 if (res_free)
177 res_free(res);
178 else
179 kfree(res);
180 return ret;
181 }
182
183 res->backup_size = size;
184 if (byte_code) {
185 res->backup = vmw_bo_reference(byte_code);
186 res->backup_offset = offset;
187 }
188 shader->size = size;
189 shader->type = type;
190 shader->num_input_sig = num_input_sig;
191 shader->num_output_sig = num_output_sig;
192
193 res->hw_destroy = vmw_hw_shader_destroy;
194 return 0;
195}
196
197/*
198 * GB shader code:
199 */
200
201static int vmw_gb_shader_create(struct vmw_resource *res)
202{
203 struct vmw_private *dev_priv = res->dev_priv;
204 struct vmw_shader *shader = vmw_res_to_shader(res);
205 int ret;
206 struct {
207 SVGA3dCmdHeader header;
208 SVGA3dCmdDefineGBShader body;
209 } *cmd;
210
211 if (likely(res->id != -1))
212 return 0;
213
214 ret = vmw_resource_alloc_id(res);
215 if (unlikely(ret != 0)) {
216 DRM_ERROR("Failed to allocate a shader id.\n");
217 goto out_no_id;
218 }
219
220 if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
221 ret = -EBUSY;
222 goto out_no_fifo;
223 }
224
225 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
226 if (unlikely(cmd == NULL)) {
227 ret = -ENOMEM;
228 goto out_no_fifo;
229 }
230
231 cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
232 cmd->header.size = sizeof(cmd->body);
233 cmd->body.shid = res->id;
234 cmd->body.type = shader->type;
235 cmd->body.sizeInBytes = shader->size;
236 vmw_fifo_commit(dev_priv, sizeof(*cmd));
237 vmw_fifo_resource_inc(dev_priv);
238
239 return 0;
240
241out_no_fifo:
242 vmw_resource_release_id(res);
243out_no_id:
244 return ret;
245}
246
247static int vmw_gb_shader_bind(struct vmw_resource *res,
248 struct ttm_validate_buffer *val_buf)
249{
250 struct vmw_private *dev_priv = res->dev_priv;
251 struct {
252 SVGA3dCmdHeader header;
253 SVGA3dCmdBindGBShader body;
254 } *cmd;
255 struct ttm_buffer_object *bo = val_buf->bo;
256
257 BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
258
259 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
260 if (unlikely(cmd == NULL))
261 return -ENOMEM;
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 return -ENOMEM;
290
291 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
292 cmd->header.size = sizeof(cmd->body);
293 cmd->body.shid = res->id;
294 cmd->body.mobid = SVGA3D_INVALID_ID;
295 cmd->body.offsetInBytes = 0;
296 vmw_fifo_commit(dev_priv, sizeof(*cmd));
297
298 /*
299 * Create a fence object and fence the backup buffer.
300 */
301
302 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
303 &fence, NULL);
304
305 vmw_bo_fence_single(val_buf->bo, fence);
306
307 if (likely(fence != NULL))
308 vmw_fence_obj_unreference(&fence);
309
310 return 0;
311}
312
313static int vmw_gb_shader_destroy(struct vmw_resource *res)
314{
315 struct vmw_private *dev_priv = res->dev_priv;
316 struct {
317 SVGA3dCmdHeader header;
318 SVGA3dCmdDestroyGBShader body;
319 } *cmd;
320
321 if (likely(res->id == -1))
322 return 0;
323
324 mutex_lock(&dev_priv->binding_mutex);
325 vmw_binding_res_list_scrub(&res->binding_head);
326
327 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
328 if (unlikely(cmd == NULL)) {
329 mutex_unlock(&dev_priv->binding_mutex);
330 return -ENOMEM;
331 }
332
333 cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
334 cmd->header.size = sizeof(cmd->body);
335 cmd->body.shid = res->id;
336 vmw_fifo_commit(dev_priv, sizeof(*cmd));
337 mutex_unlock(&dev_priv->binding_mutex);
338 vmw_resource_release_id(res);
339 vmw_fifo_resource_dec(dev_priv);
340
341 return 0;
342}
343
344/*
345 * DX shader code:
346 */
347
348/**
349 * vmw_dx_shader_commit_notify - Notify that a shader operation has been
350 * committed to hardware from a user-supplied command stream.
351 *
352 * @res: Pointer to the shader resource.
353 * @state: Indicating whether a creation or removal has been committed.
354 *
355 */
356static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
357 enum vmw_cmdbuf_res_state state)
358{
359 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
360 struct vmw_private *dev_priv = res->dev_priv;
361
362 if (state == VMW_CMDBUF_RES_ADD) {
363 mutex_lock(&dev_priv->binding_mutex);
364 vmw_cotable_add_resource(shader->cotable,
365 &shader->cotable_head);
366 shader->committed = true;
367 res->id = shader->id;
368 mutex_unlock(&dev_priv->binding_mutex);
369 } else {
370 mutex_lock(&dev_priv->binding_mutex);
371 list_del_init(&shader->cotable_head);
372 shader->committed = false;
373 res->id = -1;
374 mutex_unlock(&dev_priv->binding_mutex);
375 }
376}
377
378/**
379 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
380 *
381 * @res: The shader resource
382 *
383 * This function reverts a scrub operation.
384 */
385static int vmw_dx_shader_unscrub(struct vmw_resource *res)
386{
387 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
388 struct vmw_private *dev_priv = res->dev_priv;
389 struct {
390 SVGA3dCmdHeader header;
391 SVGA3dCmdDXBindShader body;
392 } *cmd;
393
394 if (!list_empty(&shader->cotable_head) || !shader->committed)
395 return 0;
396
397 cmd = VMW_FIFO_RESERVE_DX(dev_priv, sizeof(*cmd), shader->ctx->id);
398 if (unlikely(cmd == NULL))
399 return -ENOMEM;
400
401 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
402 cmd->header.size = sizeof(cmd->body);
403 cmd->body.cid = shader->ctx->id;
404 cmd->body.shid = shader->id;
405 cmd->body.mobid = res->backup->base.mem.start;
406 cmd->body.offsetInBytes = res->backup_offset;
407 vmw_fifo_commit(dev_priv, sizeof(*cmd));
408
409 vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
410
411 return 0;
412}
413
414/**
415 * vmw_dx_shader_create - The DX shader create callback
416 *
417 * @res: The DX shader resource
418 *
419 * The create callback is called as part of resource validation and
420 * makes sure that we unscrub the shader if it's previously been scrubbed.
421 */
422static int vmw_dx_shader_create(struct vmw_resource *res)
423{
424 struct vmw_private *dev_priv = res->dev_priv;
425 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
426 int ret = 0;
427
428 WARN_ON_ONCE(!shader->committed);
429
430 if (vmw_resource_mob_attached(res)) {
431 mutex_lock(&dev_priv->binding_mutex);
432 ret = vmw_dx_shader_unscrub(res);
433 mutex_unlock(&dev_priv->binding_mutex);
434 }
435
436 res->id = shader->id;
437 return ret;
438}
439
440/**
441 * vmw_dx_shader_bind - The DX shader bind callback
442 *
443 * @res: The DX shader resource
444 * @val_buf: Pointer to the validate buffer.
445 *
446 */
447static int vmw_dx_shader_bind(struct vmw_resource *res,
448 struct ttm_validate_buffer *val_buf)
449{
450 struct vmw_private *dev_priv = res->dev_priv;
451 struct ttm_buffer_object *bo = val_buf->bo;
452
453 BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
454 mutex_lock(&dev_priv->binding_mutex);
455 vmw_dx_shader_unscrub(res);
456 mutex_unlock(&dev_priv->binding_mutex);
457
458 return 0;
459}
460
461/**
462 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
463 *
464 * @res: The shader resource
465 *
466 * This function unbinds a MOB from the DX shader without requiring the
467 * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
468 * However, once the driver eventually decides to unbind the MOB, it doesn't
469 * need to access the context.
470 */
471static int vmw_dx_shader_scrub(struct vmw_resource *res)
472{
473 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
474 struct vmw_private *dev_priv = res->dev_priv;
475 struct {
476 SVGA3dCmdHeader header;
477 SVGA3dCmdDXBindShader body;
478 } *cmd;
479
480 if (list_empty(&shader->cotable_head))
481 return 0;
482
483 WARN_ON_ONCE(!shader->committed);
484 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
485 if (unlikely(cmd == NULL))
486 return -ENOMEM;
487
488 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
489 cmd->header.size = sizeof(cmd->body);
490 cmd->body.cid = shader->ctx->id;
491 cmd->body.shid = res->id;
492 cmd->body.mobid = SVGA3D_INVALID_ID;
493 cmd->body.offsetInBytes = 0;
494 vmw_fifo_commit(dev_priv, sizeof(*cmd));
495 res->id = -1;
496 list_del_init(&shader->cotable_head);
497
498 return 0;
499}
500
501/**
502 * vmw_dx_shader_unbind - The dx shader unbind callback.
503 *
504 * @res: The shader resource
505 * @readback: Whether this is a readback unbind. Currently unused.
506 * @val_buf: MOB buffer information.
507 */
508static int vmw_dx_shader_unbind(struct vmw_resource *res,
509 bool readback,
510 struct ttm_validate_buffer *val_buf)
511{
512 struct vmw_private *dev_priv = res->dev_priv;
513 struct vmw_fence_obj *fence;
514 int ret;
515
516 BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
517
518 mutex_lock(&dev_priv->binding_mutex);
519 ret = vmw_dx_shader_scrub(res);
520 mutex_unlock(&dev_priv->binding_mutex);
521
522 if (ret)
523 return ret;
524
525 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
526 &fence, NULL);
527 vmw_bo_fence_single(val_buf->bo, fence);
528
529 if (likely(fence != NULL))
530 vmw_fence_obj_unreference(&fence);
531
532 return 0;
533}
534
535/**
536 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
537 * DX shaders.
538 *
539 * @dev_priv: Pointer to device private structure.
540 * @list: The list of cotable resources.
541 * @readback: Whether the call was part of a readback unbind.
542 *
543 * Scrubs all shader MOBs so that any subsequent shader unbind or shader
544 * destroy operation won't need to swap in the context.
545 */
546void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
547 struct list_head *list,
548 bool readback)
549{
550 struct vmw_dx_shader *entry, *next;
551
552 lockdep_assert_held_once(&dev_priv->binding_mutex);
553
554 list_for_each_entry_safe(entry, next, list, cotable_head) {
555 WARN_ON(vmw_dx_shader_scrub(&entry->res));
556 if (!readback)
557 entry->committed = false;
558 }
559}
560
561/**
562 * vmw_dx_shader_res_free - The DX shader free callback
563 *
564 * @res: The shader resource
565 *
566 * Frees the DX shader resource and updates memory accounting.
567 */
568static void vmw_dx_shader_res_free(struct vmw_resource *res)
569{
570 struct vmw_private *dev_priv = res->dev_priv;
571 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
572
573 vmw_resource_unreference(&shader->cotable);
574 kfree(shader);
575 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
576}
577
578/**
579 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
580 * resource.
581 *
582 * @man: The command buffer resource manager.
583 * @ctx: Pointer to the context resource.
584 * @user_key: The id used for this shader.
585 * @shader_type: The shader type.
586 * @list: The list of staged command buffer managed resources.
587 */
588int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
589 struct vmw_resource *ctx,
590 u32 user_key,
591 SVGA3dShaderType shader_type,
592 struct list_head *list)
593{
594 struct vmw_dx_shader *shader;
595 struct vmw_resource *res;
596 struct vmw_private *dev_priv = ctx->dev_priv;
597 struct ttm_operation_ctx ttm_opt_ctx = {
598 .interruptible = true,
599 .no_wait_gpu = false
600 };
601 int ret;
602
603 if (!vmw_shader_dx_size)
604 vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
605
606 if (!vmw_shader_id_ok(user_key, shader_type))
607 return -EINVAL;
608
609 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
610 &ttm_opt_ctx);
611 if (ret) {
612 if (ret != -ERESTARTSYS)
613 DRM_ERROR("Out of graphics memory for shader "
614 "creation.\n");
615 return ret;
616 }
617
618 shader = kmalloc(sizeof(*shader), GFP_KERNEL);
619 if (!shader) {
620 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
621 return -ENOMEM;
622 }
623
624 res = &shader->res;
625 shader->ctx = ctx;
626 shader->cotable = vmw_resource_reference
627 (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
628 shader->id = user_key;
629 shader->committed = false;
630 INIT_LIST_HEAD(&shader->cotable_head);
631 ret = vmw_resource_init(dev_priv, res, true,
632 vmw_dx_shader_res_free, &vmw_dx_shader_func);
633 if (ret)
634 goto out_resource_init;
635
636 /*
637 * The user_key name-space is not per shader type for DX shaders,
638 * so when hashing, use a single zero shader type.
639 */
640 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
641 vmw_shader_key(user_key, 0),
642 res, list);
643 if (ret)
644 goto out_resource_init;
645
646 res->id = shader->id;
647 res->hw_destroy = vmw_hw_shader_destroy;
648
649out_resource_init:
650 vmw_resource_unreference(&res);
651
652 return ret;
653}
654
655
656
657/**
658 * User-space shader management:
659 */
660
661static struct vmw_resource *
662vmw_user_shader_base_to_res(struct ttm_base_object *base)
663{
664 return &(container_of(base, struct vmw_user_shader, base)->
665 shader.res);
666}
667
668static void vmw_user_shader_free(struct vmw_resource *res)
669{
670 struct vmw_user_shader *ushader =
671 container_of(res, struct vmw_user_shader, shader.res);
672 struct vmw_private *dev_priv = res->dev_priv;
673
674 ttm_base_object_kfree(ushader, base);
675 ttm_mem_global_free(vmw_mem_glob(dev_priv),
676 vmw_user_shader_size);
677}
678
679static void vmw_shader_free(struct vmw_resource *res)
680{
681 struct vmw_shader *shader = vmw_res_to_shader(res);
682 struct vmw_private *dev_priv = res->dev_priv;
683
684 kfree(shader);
685 ttm_mem_global_free(vmw_mem_glob(dev_priv),
686 vmw_shader_size);
687}
688
689/**
690 * This function is called when user space has no more references on the
691 * base object. It releases the base-object's reference on the resource object.
692 */
693
694static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
695{
696 struct ttm_base_object *base = *p_base;
697 struct vmw_resource *res = vmw_user_shader_base_to_res(base);
698
699 *p_base = NULL;
700 vmw_resource_unreference(&res);
701}
702
703int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
704 struct drm_file *file_priv)
705{
706 struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
707 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
708
709 return ttm_ref_object_base_unref(tfile, arg->handle,
710 TTM_REF_USAGE);
711}
712
713static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
714 struct vmw_buffer_object *buffer,
715 size_t shader_size,
716 size_t offset,
717 SVGA3dShaderType shader_type,
718 uint8_t num_input_sig,
719 uint8_t num_output_sig,
720 struct ttm_object_file *tfile,
721 u32 *handle)
722{
723 struct vmw_user_shader *ushader;
724 struct vmw_resource *res, *tmp;
725 struct ttm_operation_ctx ctx = {
726 .interruptible = true,
727 .no_wait_gpu = false
728 };
729 int ret;
730
731 if (unlikely(vmw_user_shader_size == 0))
732 vmw_user_shader_size =
733 ttm_round_pot(sizeof(struct vmw_user_shader)) +
734 VMW_IDA_ACC_SIZE + TTM_OBJ_EXTRA_SIZE;
735
736 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
737 vmw_user_shader_size,
738 &ctx);
739 if (unlikely(ret != 0)) {
740 if (ret != -ERESTARTSYS)
741 DRM_ERROR("Out of graphics memory for shader "
742 "creation.\n");
743 goto out;
744 }
745
746 ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
747 if (unlikely(!ushader)) {
748 ttm_mem_global_free(vmw_mem_glob(dev_priv),
749 vmw_user_shader_size);
750 ret = -ENOMEM;
751 goto out;
752 }
753
754 res = &ushader->shader.res;
755 ushader->base.shareable = false;
756 ushader->base.tfile = NULL;
757
758 /*
759 * From here on, the destructor takes over resource freeing.
760 */
761
762 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
763 offset, shader_type, num_input_sig,
764 num_output_sig, buffer,
765 vmw_user_shader_free);
766 if (unlikely(ret != 0))
767 goto out;
768
769 tmp = vmw_resource_reference(res);
770 ret = ttm_base_object_init(tfile, &ushader->base, false,
771 VMW_RES_SHADER,
772 &vmw_user_shader_base_release, NULL);
773
774 if (unlikely(ret != 0)) {
775 vmw_resource_unreference(&tmp);
776 goto out_err;
777 }
778
779 if (handle)
780 *handle = ushader->base.handle;
781out_err:
782 vmw_resource_unreference(&res);
783out:
784 return ret;
785}
786
787
788static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
789 struct vmw_buffer_object *buffer,
790 size_t shader_size,
791 size_t offset,
792 SVGA3dShaderType shader_type)
793{
794 struct vmw_shader *shader;
795 struct vmw_resource *res;
796 struct ttm_operation_ctx ctx = {
797 .interruptible = true,
798 .no_wait_gpu = false
799 };
800 int ret;
801
802 if (unlikely(vmw_shader_size == 0))
803 vmw_shader_size =
804 ttm_round_pot(sizeof(struct vmw_shader)) +
805 VMW_IDA_ACC_SIZE;
806
807 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
808 vmw_shader_size,
809 &ctx);
810 if (unlikely(ret != 0)) {
811 if (ret != -ERESTARTSYS)
812 DRM_ERROR("Out of graphics memory for shader "
813 "creation.\n");
814 goto out_err;
815 }
816
817 shader = kzalloc(sizeof(*shader), GFP_KERNEL);
818 if (unlikely(!shader)) {
819 ttm_mem_global_free(vmw_mem_glob(dev_priv),
820 vmw_shader_size);
821 ret = -ENOMEM;
822 goto out_err;
823 }
824
825 res = &shader->res;
826
827 /*
828 * From here on, the destructor takes over resource freeing.
829 */
830 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
831 offset, shader_type, 0, 0, buffer,
832 vmw_shader_free);
833
834out_err:
835 return ret ? ERR_PTR(ret) : res;
836}
837
838
839static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
840 enum drm_vmw_shader_type shader_type_drm,
841 u32 buffer_handle, size_t size, size_t offset,
842 uint8_t num_input_sig, uint8_t num_output_sig,
843 uint32_t *shader_handle)
844{
845 struct vmw_private *dev_priv = vmw_priv(dev);
846 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
847 struct vmw_buffer_object *buffer = NULL;
848 SVGA3dShaderType shader_type;
849 int ret;
850
851 if (buffer_handle != SVGA3D_INVALID_ID) {
852 ret = vmw_user_bo_lookup(tfile, buffer_handle,
853 &buffer, NULL);
854 if (unlikely(ret != 0)) {
855 VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
856 return ret;
857 }
858
859 if ((u64)buffer->base.num_pages * PAGE_SIZE <
860 (u64)size + (u64)offset) {
861 VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
862 ret = -EINVAL;
863 goto out_bad_arg;
864 }
865 }
866
867 switch (shader_type_drm) {
868 case drm_vmw_shader_type_vs:
869 shader_type = SVGA3D_SHADERTYPE_VS;
870 break;
871 case drm_vmw_shader_type_ps:
872 shader_type = SVGA3D_SHADERTYPE_PS;
873 break;
874 default:
875 VMW_DEBUG_USER("Illegal shader type.\n");
876 ret = -EINVAL;
877 goto out_bad_arg;
878 }
879
880 ret = ttm_read_lock(&dev_priv->reservation_sem, true);
881 if (unlikely(ret != 0))
882 goto out_bad_arg;
883
884 ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
885 shader_type, num_input_sig,
886 num_output_sig, tfile, shader_handle);
887
888 ttm_read_unlock(&dev_priv->reservation_sem);
889out_bad_arg:
890 vmw_bo_unreference(&buffer);
891 return ret;
892}
893
894/**
895 * vmw_shader_id_ok - Check whether a compat shader user key and
896 * shader type are within valid bounds.
897 *
898 * @user_key: User space id of the shader.
899 * @shader_type: Shader type.
900 *
901 * Returns true if valid false if not.
902 */
903static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
904{
905 return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
906}
907
908/**
909 * vmw_shader_key - Compute a hash key suitable for a compat shader.
910 *
911 * @user_key: User space id of the shader.
912 * @shader_type: Shader type.
913 *
914 * Returns a hash key suitable for a command buffer managed resource
915 * manager hash table.
916 */
917static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
918{
919 return user_key | (shader_type << 20);
920}
921
922/**
923 * vmw_shader_remove - Stage a compat shader for removal.
924 *
925 * @man: Pointer to the compat shader manager identifying the shader namespace.
926 * @user_key: The key that is used to identify the shader. The key is
927 * unique to the shader type.
928 * @shader_type: Shader type.
929 * @list: Caller's list of staged command buffer resource actions.
930 */
931int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
932 u32 user_key, SVGA3dShaderType shader_type,
933 struct list_head *list)
934{
935 struct vmw_resource *dummy;
936
937 if (!vmw_shader_id_ok(user_key, shader_type))
938 return -EINVAL;
939
940 return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
941 vmw_shader_key(user_key, shader_type),
942 list, &dummy);
943}
944
945/**
946 * vmw_compat_shader_add - Create a compat shader and stage it for addition
947 * as a command buffer managed resource.
948 *
949 * @man: Pointer to the compat shader manager identifying the shader namespace.
950 * @user_key: The key that is used to identify the shader. The key is
951 * unique to the shader type.
952 * @bytecode: Pointer to the bytecode of the shader.
953 * @shader_type: Shader type.
954 * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
955 * to be created with.
956 * @list: Caller's list of staged command buffer resource actions.
957 *
958 */
959int vmw_compat_shader_add(struct vmw_private *dev_priv,
960 struct vmw_cmdbuf_res_manager *man,
961 u32 user_key, const void *bytecode,
962 SVGA3dShaderType shader_type,
963 size_t size,
964 struct list_head *list)
965{
966 struct ttm_operation_ctx ctx = { false, true };
967 struct vmw_buffer_object *buf;
968 struct ttm_bo_kmap_obj map;
969 bool is_iomem;
970 int ret;
971 struct vmw_resource *res;
972
973 if (!vmw_shader_id_ok(user_key, shader_type))
974 return -EINVAL;
975
976 /* Allocate and pin a DMA buffer */
977 buf = kzalloc(sizeof(*buf), GFP_KERNEL);
978 if (unlikely(!buf))
979 return -ENOMEM;
980
981 ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_ne_placement,
982 true, vmw_bo_bo_free);
983 if (unlikely(ret != 0))
984 goto out;
985
986 ret = ttm_bo_reserve(&buf->base, false, true, NULL);
987 if (unlikely(ret != 0))
988 goto no_reserve;
989
990 /* Map and copy shader bytecode. */
991 ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
992 &map);
993 if (unlikely(ret != 0)) {
994 ttm_bo_unreserve(&buf->base);
995 goto no_reserve;
996 }
997
998 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
999 WARN_ON(is_iomem);
1000
1001 ttm_bo_kunmap(&map);
1002 ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
1003 WARN_ON(ret != 0);
1004 ttm_bo_unreserve(&buf->base);
1005
1006 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1007 if (unlikely(ret != 0))
1008 goto no_reserve;
1009
1010 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1011 vmw_shader_key(user_key, shader_type),
1012 res, list);
1013 vmw_resource_unreference(&res);
1014no_reserve:
1015 vmw_bo_unreference(&buf);
1016out:
1017 return ret;
1018}
1019
1020/**
1021 * vmw_shader_lookup - Look up a compat shader
1022 *
1023 * @man: Pointer to the command buffer managed resource manager identifying
1024 * the shader namespace.
1025 * @user_key: The user space id of the shader.
1026 * @shader_type: The shader type.
1027 *
1028 * Returns a refcounted pointer to a struct vmw_resource if the shader was
1029 * found. An error pointer otherwise.
1030 */
1031struct vmw_resource *
1032vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1033 u32 user_key,
1034 SVGA3dShaderType shader_type)
1035{
1036 if (!vmw_shader_id_ok(user_key, shader_type))
1037 return ERR_PTR(-EINVAL);
1038
1039 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1040 vmw_shader_key(user_key, shader_type));
1041}
1042
1043int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1044 struct drm_file *file_priv)
1045{
1046 struct drm_vmw_shader_create_arg *arg =
1047 (struct drm_vmw_shader_create_arg *)data;
1048
1049 return vmw_shader_define(dev, file_priv, arg->shader_type,
1050 arg->buffer_handle,
1051 arg->size, arg->offset,
1052 0, 0,
1053 &arg->shader_handle);
1054}
1// SPDX-License-Identifier: GPL-2.0 OR MIT
2/**************************************************************************
3 *
4 * Copyright 2009-2023 VMware, Inc., Palo Alto, CA., USA
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 <drm/ttm/ttm_placement.h>
29
30#include "vmwgfx_binding.h"
31#include "vmwgfx_bo.h"
32#include "vmwgfx_drv.h"
33#include "vmwgfx_resource_priv.h"
34
35struct vmw_shader {
36 struct vmw_resource res;
37 SVGA3dShaderType type;
38 uint32_t size;
39 uint8_t num_input_sig;
40 uint8_t num_output_sig;
41};
42
43struct vmw_user_shader {
44 struct ttm_base_object base;
45 struct vmw_shader shader;
46};
47
48struct vmw_dx_shader {
49 struct vmw_resource res;
50 struct vmw_resource *ctx;
51 struct vmw_resource *cotable;
52 u32 id;
53 bool committed;
54 struct list_head cotable_head;
55};
56
57static void vmw_user_shader_free(struct vmw_resource *res);
58static struct vmw_resource *
59vmw_user_shader_base_to_res(struct ttm_base_object *base);
60
61static int vmw_gb_shader_create(struct vmw_resource *res);
62static int vmw_gb_shader_bind(struct vmw_resource *res,
63 struct ttm_validate_buffer *val_buf);
64static int vmw_gb_shader_unbind(struct vmw_resource *res,
65 bool readback,
66 struct ttm_validate_buffer *val_buf);
67static int vmw_gb_shader_destroy(struct vmw_resource *res);
68
69static int vmw_dx_shader_create(struct vmw_resource *res);
70static int vmw_dx_shader_bind(struct vmw_resource *res,
71 struct ttm_validate_buffer *val_buf);
72static int vmw_dx_shader_unbind(struct vmw_resource *res,
73 bool readback,
74 struct ttm_validate_buffer *val_buf);
75static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
76 enum vmw_cmdbuf_res_state state);
77static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
78static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
79
80static const struct vmw_user_resource_conv user_shader_conv = {
81 .object_type = VMW_RES_SHADER,
82 .base_obj_to_res = vmw_user_shader_base_to_res,
83 .res_free = vmw_user_shader_free
84};
85
86const struct vmw_user_resource_conv *user_shader_converter =
87 &user_shader_conv;
88
89
90static const struct vmw_res_func vmw_gb_shader_func = {
91 .res_type = vmw_res_shader,
92 .needs_guest_memory = true,
93 .may_evict = true,
94 .prio = 3,
95 .dirty_prio = 3,
96 .type_name = "guest backed shaders",
97 .domain = VMW_BO_DOMAIN_MOB,
98 .busy_domain = VMW_BO_DOMAIN_MOB,
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_guest_memory = true,
108 .may_evict = true,
109 .prio = 3,
110 .dirty_prio = 3,
111 .type_name = "dx shaders",
112 .domain = VMW_BO_DOMAIN_MOB,
113 .busy_domain = VMW_BO_DOMAIN_MOB,
114 .create = vmw_dx_shader_create,
115 /*
116 * The destroy callback is only called with a committed resource on
117 * context destroy, in which case we destroy the cotable anyway,
118 * so there's no need to destroy DX shaders separately.
119 */
120 .destroy = NULL,
121 .bind = vmw_dx_shader_bind,
122 .unbind = vmw_dx_shader_unbind,
123 .commit_notify = vmw_dx_shader_commit_notify,
124};
125
126/*
127 * Shader management:
128 */
129
130static inline struct vmw_shader *
131vmw_res_to_shader(struct vmw_resource *res)
132{
133 return container_of(res, struct vmw_shader, res);
134}
135
136/**
137 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
138 * struct vmw_dx_shader
139 *
140 * @res: Pointer to the struct vmw_resource.
141 */
142static inline struct vmw_dx_shader *
143vmw_res_to_dx_shader(struct vmw_resource *res)
144{
145 return container_of(res, struct vmw_dx_shader, res);
146}
147
148static void vmw_hw_shader_destroy(struct vmw_resource *res)
149{
150 if (likely(res->func->destroy))
151 (void) res->func->destroy(res);
152 else
153 res->id = -1;
154}
155
156
157static int vmw_gb_shader_init(struct vmw_private *dev_priv,
158 struct vmw_resource *res,
159 uint32_t size,
160 uint64_t offset,
161 SVGA3dShaderType type,
162 uint8_t num_input_sig,
163 uint8_t num_output_sig,
164 struct vmw_bo *byte_code,
165 void (*res_free) (struct vmw_resource *res))
166{
167 struct vmw_shader *shader = vmw_res_to_shader(res);
168 int ret;
169
170 ret = vmw_resource_init(dev_priv, res, true, res_free,
171 &vmw_gb_shader_func);
172
173 if (unlikely(ret != 0)) {
174 if (res_free)
175 res_free(res);
176 else
177 kfree(res);
178 return ret;
179 }
180
181 res->guest_memory_size = size;
182 if (byte_code) {
183 res->guest_memory_bo = vmw_user_bo_ref(byte_code);
184 res->guest_memory_offset = offset;
185 }
186 shader->size = size;
187 shader->type = type;
188 shader->num_input_sig = num_input_sig;
189 shader->num_output_sig = num_output_sig;
190
191 res->hw_destroy = vmw_hw_shader_destroy;
192 return 0;
193}
194
195/*
196 * GB shader code:
197 */
198
199static int vmw_gb_shader_create(struct vmw_resource *res)
200{
201 struct vmw_private *dev_priv = res->dev_priv;
202 struct vmw_shader *shader = vmw_res_to_shader(res);
203 int ret;
204 struct {
205 SVGA3dCmdHeader header;
206 SVGA3dCmdDefineGBShader body;
207 } *cmd;
208
209 if (likely(res->id != -1))
210 return 0;
211
212 ret = vmw_resource_alloc_id(res);
213 if (unlikely(ret != 0)) {
214 DRM_ERROR("Failed to allocate a shader id.\n");
215 goto out_no_id;
216 }
217
218 if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
219 ret = -EBUSY;
220 goto out_no_fifo;
221 }
222
223 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
224 if (unlikely(cmd == NULL)) {
225 ret = -ENOMEM;
226 goto out_no_fifo;
227 }
228
229 cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
230 cmd->header.size = sizeof(cmd->body);
231 cmd->body.shid = res->id;
232 cmd->body.type = shader->type;
233 cmd->body.sizeInBytes = shader->size;
234 vmw_cmd_commit(dev_priv, sizeof(*cmd));
235 vmw_fifo_resource_inc(dev_priv);
236
237 return 0;
238
239out_no_fifo:
240 vmw_resource_release_id(res);
241out_no_id:
242 return ret;
243}
244
245static int vmw_gb_shader_bind(struct vmw_resource *res,
246 struct ttm_validate_buffer *val_buf)
247{
248 struct vmw_private *dev_priv = res->dev_priv;
249 struct {
250 SVGA3dCmdHeader header;
251 SVGA3dCmdBindGBShader body;
252 } *cmd;
253 struct ttm_buffer_object *bo = val_buf->bo;
254
255 BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
256
257 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
258 if (unlikely(cmd == NULL))
259 return -ENOMEM;
260
261 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
262 cmd->header.size = sizeof(cmd->body);
263 cmd->body.shid = res->id;
264 cmd->body.mobid = bo->resource->start;
265 cmd->body.offsetInBytes = res->guest_memory_offset;
266 res->guest_memory_dirty = false;
267 vmw_cmd_commit(dev_priv, sizeof(*cmd));
268
269 return 0;
270}
271
272static int vmw_gb_shader_unbind(struct vmw_resource *res,
273 bool readback,
274 struct ttm_validate_buffer *val_buf)
275{
276 struct vmw_private *dev_priv = res->dev_priv;
277 struct {
278 SVGA3dCmdHeader header;
279 SVGA3dCmdBindGBShader body;
280 } *cmd;
281 struct vmw_fence_obj *fence;
282
283 BUG_ON(res->guest_memory_bo->tbo.resource->mem_type != VMW_PL_MOB);
284
285 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
286 if (unlikely(cmd == NULL))
287 return -ENOMEM;
288
289 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
290 cmd->header.size = sizeof(cmd->body);
291 cmd->body.shid = res->id;
292 cmd->body.mobid = SVGA3D_INVALID_ID;
293 cmd->body.offsetInBytes = 0;
294 vmw_cmd_commit(dev_priv, sizeof(*cmd));
295
296 /*
297 * Create a fence object and fence the backup buffer.
298 */
299
300 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
301 &fence, NULL);
302
303 vmw_bo_fence_single(val_buf->bo, fence);
304
305 if (likely(fence != NULL))
306 vmw_fence_obj_unreference(&fence);
307
308 return 0;
309}
310
311static int vmw_gb_shader_destroy(struct vmw_resource *res)
312{
313 struct vmw_private *dev_priv = res->dev_priv;
314 struct {
315 SVGA3dCmdHeader header;
316 SVGA3dCmdDestroyGBShader body;
317 } *cmd;
318
319 if (likely(res->id == -1))
320 return 0;
321
322 mutex_lock(&dev_priv->binding_mutex);
323 vmw_binding_res_list_scrub(&res->binding_head);
324
325 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
326 if (unlikely(cmd == NULL)) {
327 mutex_unlock(&dev_priv->binding_mutex);
328 return -ENOMEM;
329 }
330
331 cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
332 cmd->header.size = sizeof(cmd->body);
333 cmd->body.shid = res->id;
334 vmw_cmd_commit(dev_priv, sizeof(*cmd));
335 mutex_unlock(&dev_priv->binding_mutex);
336 vmw_resource_release_id(res);
337 vmw_fifo_resource_dec(dev_priv);
338
339 return 0;
340}
341
342/*
343 * DX shader code:
344 */
345
346/**
347 * vmw_dx_shader_commit_notify - Notify that a shader operation has been
348 * committed to hardware from a user-supplied command stream.
349 *
350 * @res: Pointer to the shader resource.
351 * @state: Indicating whether a creation or removal has been committed.
352 *
353 */
354static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
355 enum vmw_cmdbuf_res_state state)
356{
357 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
358 struct vmw_private *dev_priv = res->dev_priv;
359
360 if (state == VMW_CMDBUF_RES_ADD) {
361 mutex_lock(&dev_priv->binding_mutex);
362 vmw_cotable_add_resource(shader->cotable,
363 &shader->cotable_head);
364 shader->committed = true;
365 res->id = shader->id;
366 mutex_unlock(&dev_priv->binding_mutex);
367 } else {
368 mutex_lock(&dev_priv->binding_mutex);
369 list_del_init(&shader->cotable_head);
370 shader->committed = false;
371 res->id = -1;
372 mutex_unlock(&dev_priv->binding_mutex);
373 }
374}
375
376/**
377 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
378 *
379 * @res: The shader resource
380 *
381 * This function reverts a scrub operation.
382 */
383static int vmw_dx_shader_unscrub(struct vmw_resource *res)
384{
385 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
386 struct vmw_private *dev_priv = res->dev_priv;
387 struct {
388 SVGA3dCmdHeader header;
389 SVGA3dCmdDXBindShader body;
390 } *cmd;
391
392 if (!list_empty(&shader->cotable_head) || !shader->committed)
393 return 0;
394
395 cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id);
396 if (unlikely(cmd == NULL))
397 return -ENOMEM;
398
399 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
400 cmd->header.size = sizeof(cmd->body);
401 cmd->body.cid = shader->ctx->id;
402 cmd->body.shid = shader->id;
403 cmd->body.mobid = res->guest_memory_bo->tbo.resource->start;
404 cmd->body.offsetInBytes = res->guest_memory_offset;
405 vmw_cmd_commit(dev_priv, sizeof(*cmd));
406
407 vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
408
409 return 0;
410}
411
412/**
413 * vmw_dx_shader_create - The DX shader create callback
414 *
415 * @res: The DX shader resource
416 *
417 * The create callback is called as part of resource validation and
418 * makes sure that we unscrub the shader if it's previously been scrubbed.
419 */
420static int vmw_dx_shader_create(struct vmw_resource *res)
421{
422 struct vmw_private *dev_priv = res->dev_priv;
423 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
424 int ret = 0;
425
426 WARN_ON_ONCE(!shader->committed);
427
428 if (vmw_resource_mob_attached(res)) {
429 mutex_lock(&dev_priv->binding_mutex);
430 ret = vmw_dx_shader_unscrub(res);
431 mutex_unlock(&dev_priv->binding_mutex);
432 }
433
434 res->id = shader->id;
435 return ret;
436}
437
438/**
439 * vmw_dx_shader_bind - The DX shader bind callback
440 *
441 * @res: The DX shader resource
442 * @val_buf: Pointer to the validate buffer.
443 *
444 */
445static int vmw_dx_shader_bind(struct vmw_resource *res,
446 struct ttm_validate_buffer *val_buf)
447{
448 struct vmw_private *dev_priv = res->dev_priv;
449 struct ttm_buffer_object *bo = val_buf->bo;
450
451 BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
452 mutex_lock(&dev_priv->binding_mutex);
453 vmw_dx_shader_unscrub(res);
454 mutex_unlock(&dev_priv->binding_mutex);
455
456 return 0;
457}
458
459/**
460 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
461 *
462 * @res: The shader resource
463 *
464 * This function unbinds a MOB from the DX shader without requiring the
465 * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
466 * However, once the driver eventually decides to unbind the MOB, it doesn't
467 * need to access the context.
468 */
469static int vmw_dx_shader_scrub(struct vmw_resource *res)
470{
471 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
472 struct vmw_private *dev_priv = res->dev_priv;
473 struct {
474 SVGA3dCmdHeader header;
475 SVGA3dCmdDXBindShader body;
476 } *cmd;
477
478 if (list_empty(&shader->cotable_head))
479 return 0;
480
481 WARN_ON_ONCE(!shader->committed);
482 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
483 if (unlikely(cmd == NULL))
484 return -ENOMEM;
485
486 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
487 cmd->header.size = sizeof(cmd->body);
488 cmd->body.cid = shader->ctx->id;
489 cmd->body.shid = res->id;
490 cmd->body.mobid = SVGA3D_INVALID_ID;
491 cmd->body.offsetInBytes = 0;
492 vmw_cmd_commit(dev_priv, sizeof(*cmd));
493 res->id = -1;
494 list_del_init(&shader->cotable_head);
495
496 return 0;
497}
498
499/**
500 * vmw_dx_shader_unbind - The dx shader unbind callback.
501 *
502 * @res: The shader resource
503 * @readback: Whether this is a readback unbind. Currently unused.
504 * @val_buf: MOB buffer information.
505 */
506static int vmw_dx_shader_unbind(struct vmw_resource *res,
507 bool readback,
508 struct ttm_validate_buffer *val_buf)
509{
510 struct vmw_private *dev_priv = res->dev_priv;
511 struct vmw_fence_obj *fence;
512 int ret;
513
514 BUG_ON(res->guest_memory_bo->tbo.resource->mem_type != VMW_PL_MOB);
515
516 mutex_lock(&dev_priv->binding_mutex);
517 ret = vmw_dx_shader_scrub(res);
518 mutex_unlock(&dev_priv->binding_mutex);
519
520 if (ret)
521 return ret;
522
523 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
524 &fence, NULL);
525 vmw_bo_fence_single(val_buf->bo, fence);
526
527 if (likely(fence != NULL))
528 vmw_fence_obj_unreference(&fence);
529
530 return 0;
531}
532
533/**
534 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
535 * DX shaders.
536 *
537 * @dev_priv: Pointer to device private structure.
538 * @list: The list of cotable resources.
539 * @readback: Whether the call was part of a readback unbind.
540 *
541 * Scrubs all shader MOBs so that any subsequent shader unbind or shader
542 * destroy operation won't need to swap in the context.
543 */
544void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
545 struct list_head *list,
546 bool readback)
547{
548 struct vmw_dx_shader *entry, *next;
549
550 lockdep_assert_held_once(&dev_priv->binding_mutex);
551
552 list_for_each_entry_safe(entry, next, list, cotable_head) {
553 WARN_ON(vmw_dx_shader_scrub(&entry->res));
554 if (!readback)
555 entry->committed = false;
556 }
557}
558
559/**
560 * vmw_dx_shader_res_free - The DX shader free callback
561 *
562 * @res: The shader resource
563 *
564 * Frees the DX shader resource.
565 */
566static void vmw_dx_shader_res_free(struct vmw_resource *res)
567{
568 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
569
570 vmw_resource_unreference(&shader->cotable);
571 kfree(shader);
572}
573
574/**
575 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
576 * resource.
577 *
578 * @man: The command buffer resource manager.
579 * @ctx: Pointer to the context resource.
580 * @user_key: The id used for this shader.
581 * @shader_type: The shader type.
582 * @list: The list of staged command buffer managed resources.
583 */
584int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
585 struct vmw_resource *ctx,
586 u32 user_key,
587 SVGA3dShaderType shader_type,
588 struct list_head *list)
589{
590 struct vmw_dx_shader *shader;
591 struct vmw_resource *res;
592 struct vmw_private *dev_priv = ctx->dev_priv;
593 int ret;
594
595 if (!vmw_shader_id_ok(user_key, shader_type))
596 return -EINVAL;
597
598 shader = kmalloc(sizeof(*shader), GFP_KERNEL);
599 if (!shader) {
600 return -ENOMEM;
601 }
602
603 res = &shader->res;
604 shader->ctx = ctx;
605 shader->cotable = vmw_resource_reference
606 (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
607 shader->id = user_key;
608 shader->committed = false;
609 INIT_LIST_HEAD(&shader->cotable_head);
610 ret = vmw_resource_init(dev_priv, res, true,
611 vmw_dx_shader_res_free, &vmw_dx_shader_func);
612 if (ret)
613 goto out_resource_init;
614
615 /*
616 * The user_key name-space is not per shader type for DX shaders,
617 * so when hashing, use a single zero shader type.
618 */
619 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
620 vmw_shader_key(user_key, 0),
621 res, list);
622 if (ret)
623 goto out_resource_init;
624
625 res->id = shader->id;
626 res->hw_destroy = vmw_hw_shader_destroy;
627
628out_resource_init:
629 vmw_resource_unreference(&res);
630
631 return ret;
632}
633
634
635
636/*
637 * User-space shader management:
638 */
639
640static struct vmw_resource *
641vmw_user_shader_base_to_res(struct ttm_base_object *base)
642{
643 return &(container_of(base, struct vmw_user_shader, base)->
644 shader.res);
645}
646
647static void vmw_user_shader_free(struct vmw_resource *res)
648{
649 struct vmw_user_shader *ushader =
650 container_of(res, struct vmw_user_shader, shader.res);
651
652 ttm_base_object_kfree(ushader, base);
653}
654
655static void vmw_shader_free(struct vmw_resource *res)
656{
657 struct vmw_shader *shader = vmw_res_to_shader(res);
658
659 kfree(shader);
660}
661
662/*
663 * This function is called when user space has no more references on the
664 * base object. It releases the base-object's reference on the resource object.
665 */
666
667static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
668{
669 struct ttm_base_object *base = *p_base;
670 struct vmw_resource *res = vmw_user_shader_base_to_res(base);
671
672 *p_base = NULL;
673 vmw_resource_unreference(&res);
674}
675
676int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
677 struct drm_file *file_priv)
678{
679 struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
680 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
681
682 return ttm_ref_object_base_unref(tfile, arg->handle);
683}
684
685static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
686 struct vmw_bo *buffer,
687 size_t shader_size,
688 size_t offset,
689 SVGA3dShaderType shader_type,
690 uint8_t num_input_sig,
691 uint8_t num_output_sig,
692 struct ttm_object_file *tfile,
693 u32 *handle)
694{
695 struct vmw_user_shader *ushader;
696 struct vmw_resource *res, *tmp;
697 int ret;
698
699 ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
700 if (unlikely(!ushader)) {
701 ret = -ENOMEM;
702 goto out;
703 }
704
705 res = &ushader->shader.res;
706 ushader->base.shareable = false;
707 ushader->base.tfile = NULL;
708
709 /*
710 * From here on, the destructor takes over resource freeing.
711 */
712
713 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
714 offset, shader_type, num_input_sig,
715 num_output_sig, buffer,
716 vmw_user_shader_free);
717 if (unlikely(ret != 0))
718 goto out;
719
720 tmp = vmw_resource_reference(res);
721 ret = ttm_base_object_init(tfile, &ushader->base, false,
722 VMW_RES_SHADER,
723 &vmw_user_shader_base_release);
724
725 if (unlikely(ret != 0)) {
726 vmw_resource_unreference(&tmp);
727 goto out_err;
728 }
729
730 if (handle)
731 *handle = ushader->base.handle;
732out_err:
733 vmw_resource_unreference(&res);
734out:
735 return ret;
736}
737
738
739static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
740 struct vmw_bo *buffer,
741 size_t shader_size,
742 size_t offset,
743 SVGA3dShaderType shader_type)
744{
745 struct vmw_shader *shader;
746 struct vmw_resource *res;
747 int ret;
748
749 shader = kzalloc(sizeof(*shader), GFP_KERNEL);
750 if (unlikely(!shader)) {
751 ret = -ENOMEM;
752 goto out_err;
753 }
754
755 res = &shader->res;
756
757 /*
758 * From here on, the destructor takes over resource freeing.
759 */
760 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
761 offset, shader_type, 0, 0, buffer,
762 vmw_shader_free);
763
764out_err:
765 return ret ? ERR_PTR(ret) : res;
766}
767
768
769static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
770 enum drm_vmw_shader_type shader_type_drm,
771 u32 buffer_handle, size_t size, size_t offset,
772 uint8_t num_input_sig, uint8_t num_output_sig,
773 uint32_t *shader_handle)
774{
775 struct vmw_private *dev_priv = vmw_priv(dev);
776 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
777 struct vmw_bo *buffer = NULL;
778 SVGA3dShaderType shader_type;
779 int ret;
780
781 if (buffer_handle != SVGA3D_INVALID_ID) {
782 ret = vmw_user_bo_lookup(file_priv, buffer_handle, &buffer);
783 if (unlikely(ret != 0)) {
784 VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
785 return ret;
786 }
787
788 if ((u64)buffer->tbo.base.size < (u64)size + (u64)offset) {
789 VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
790 ret = -EINVAL;
791 goto out_bad_arg;
792 }
793 }
794
795 switch (shader_type_drm) {
796 case drm_vmw_shader_type_vs:
797 shader_type = SVGA3D_SHADERTYPE_VS;
798 break;
799 case drm_vmw_shader_type_ps:
800 shader_type = SVGA3D_SHADERTYPE_PS;
801 break;
802 default:
803 VMW_DEBUG_USER("Illegal shader type.\n");
804 ret = -EINVAL;
805 goto out_bad_arg;
806 }
807
808 ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
809 shader_type, num_input_sig,
810 num_output_sig, tfile, shader_handle);
811out_bad_arg:
812 vmw_user_bo_unref(&buffer);
813 return ret;
814}
815
816/**
817 * vmw_shader_id_ok - Check whether a compat shader user key and
818 * shader type are within valid bounds.
819 *
820 * @user_key: User space id of the shader.
821 * @shader_type: Shader type.
822 *
823 * Returns true if valid false if not.
824 */
825static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
826{
827 return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
828}
829
830/**
831 * vmw_shader_key - Compute a hash key suitable for a compat shader.
832 *
833 * @user_key: User space id of the shader.
834 * @shader_type: Shader type.
835 *
836 * Returns a hash key suitable for a command buffer managed resource
837 * manager hash table.
838 */
839static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
840{
841 return user_key | (shader_type << 20);
842}
843
844/**
845 * vmw_shader_remove - Stage a compat shader for removal.
846 *
847 * @man: Pointer to the compat shader manager identifying the shader namespace.
848 * @user_key: The key that is used to identify the shader. The key is
849 * unique to the shader type.
850 * @shader_type: Shader type.
851 * @list: Caller's list of staged command buffer resource actions.
852 */
853int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
854 u32 user_key, SVGA3dShaderType shader_type,
855 struct list_head *list)
856{
857 struct vmw_resource *dummy;
858
859 if (!vmw_shader_id_ok(user_key, shader_type))
860 return -EINVAL;
861
862 return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
863 vmw_shader_key(user_key, shader_type),
864 list, &dummy);
865}
866
867/**
868 * vmw_compat_shader_add - Create a compat shader and stage it for addition
869 * as a command buffer managed resource.
870 *
871 * @dev_priv: Pointer to device private structure.
872 * @man: Pointer to the compat shader manager identifying the shader namespace.
873 * @user_key: The key that is used to identify the shader. The key is
874 * unique to the shader type.
875 * @bytecode: Pointer to the bytecode of the shader.
876 * @shader_type: Shader type.
877 * @size: Command size.
878 * @list: Caller's list of staged command buffer resource actions.
879 *
880 */
881int vmw_compat_shader_add(struct vmw_private *dev_priv,
882 struct vmw_cmdbuf_res_manager *man,
883 u32 user_key, const void *bytecode,
884 SVGA3dShaderType shader_type,
885 size_t size,
886 struct list_head *list)
887{
888 struct ttm_operation_ctx ctx = { false, true };
889 struct vmw_bo *buf;
890 struct ttm_bo_kmap_obj map;
891 bool is_iomem;
892 int ret;
893 struct vmw_resource *res;
894 struct vmw_bo_params bo_params = {
895 .domain = VMW_BO_DOMAIN_SYS,
896 .busy_domain = VMW_BO_DOMAIN_SYS,
897 .bo_type = ttm_bo_type_device,
898 .size = size,
899 .pin = true,
900 .keep_resv = true,
901 };
902
903 if (!vmw_shader_id_ok(user_key, shader_type))
904 return -EINVAL;
905
906 ret = vmw_bo_create(dev_priv, &bo_params, &buf);
907 if (unlikely(ret != 0))
908 goto out;
909
910 /* Map and copy shader bytecode. */
911 ret = ttm_bo_kmap(&buf->tbo, 0, PFN_UP(size), &map);
912 if (unlikely(ret != 0)) {
913 ttm_bo_unreserve(&buf->tbo);
914 goto no_reserve;
915 }
916
917 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
918 WARN_ON(is_iomem);
919
920 ttm_bo_kunmap(&map);
921 ret = ttm_bo_validate(&buf->tbo, &buf->placement, &ctx);
922 WARN_ON(ret != 0);
923 ttm_bo_unreserve(&buf->tbo);
924
925 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
926 if (unlikely(ret != 0))
927 goto no_reserve;
928
929 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
930 vmw_shader_key(user_key, shader_type),
931 res, list);
932 vmw_resource_unreference(&res);
933no_reserve:
934 vmw_bo_unreference(&buf);
935out:
936 return ret;
937}
938
939/**
940 * vmw_shader_lookup - Look up a compat shader
941 *
942 * @man: Pointer to the command buffer managed resource manager identifying
943 * the shader namespace.
944 * @user_key: The user space id of the shader.
945 * @shader_type: The shader type.
946 *
947 * Returns a refcounted pointer to a struct vmw_resource if the shader was
948 * found. An error pointer otherwise.
949 */
950struct vmw_resource *
951vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
952 u32 user_key,
953 SVGA3dShaderType shader_type)
954{
955 if (!vmw_shader_id_ok(user_key, shader_type))
956 return ERR_PTR(-EINVAL);
957
958 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
959 vmw_shader_key(user_key, shader_type));
960}
961
962int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
963 struct drm_file *file_priv)
964{
965 struct drm_vmw_shader_create_arg *arg =
966 (struct drm_vmw_shader_create_arg *)data;
967
968 return vmw_shader_define(dev, file_priv, arg->shader_type,
969 arg->buffer_handle,
970 arg->size, arg->offset,
971 0, 0,
972 &arg->shader_handle);
973}