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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}
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}