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v6.13.7
  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}
v3.15
 
  1/**************************************************************************
  2 *
  3 * Copyright © 2009-2012 VMware, Inc., Palo Alto, CA., USA
  4 * All Rights Reserved.
  5 *
  6 * Permission is hereby granted, free of charge, to any person obtaining a
  7 * copy of this software and associated documentation files (the
  8 * "Software"), to deal in the Software without restriction, including
  9 * without limitation the rights to use, copy, modify, merge, publish,
 10 * distribute, sub license, and/or sell copies of the Software, and to
 11 * permit persons to whom the Software is furnished to do so, subject to
 12 * the following conditions:
 13 *
 14 * The above copyright notice and this permission notice (including the
 15 * next paragraph) shall be included in all copies or substantial portions
 16 * of the Software.
 17 *
 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 20 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
 21 * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
 22 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
 23 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
 24 * USE OR OTHER DEALINGS IN THE SOFTWARE.
 25 *
 26 **************************************************************************/
 27
 
 
 
 
 28#include "vmwgfx_drv.h"
 29#include "vmwgfx_resource_priv.h"
 30#include "ttm/ttm_placement.h"
 31
 32#define VMW_COMPAT_SHADER_HT_ORDER 12
 33
 34struct vmw_shader {
 35	struct vmw_resource res;
 36	SVGA3dShaderType type;
 37	uint32_t size;
 
 
 38};
 39
 40struct vmw_user_shader {
 41	struct ttm_base_object base;
 42	struct vmw_shader shader;
 43};
 44
 45/**
 46 * enum vmw_compat_shader_state - Staging state for compat shaders
 47 */
 48enum vmw_compat_shader_state {
 49	VMW_COMPAT_COMMITED,
 50	VMW_COMPAT_ADD,
 51	VMW_COMPAT_DEL
 52};
 53
 54/**
 55 * struct vmw_compat_shader - Metadata for compat shaders.
 56 *
 57 * @handle: The TTM handle of the guest backed shader.
 58 * @tfile: The struct ttm_object_file the guest backed shader is registered
 59 * with.
 60 * @hash: Hash item for lookup.
 61 * @head: List head for staging lists or the compat shader manager list.
 62 * @state: Staging state.
 63 *
 64 * The structure is protected by the cmdbuf lock.
 65 */
 66struct vmw_compat_shader {
 67	u32 handle;
 68	struct ttm_object_file *tfile;
 69	struct drm_hash_item hash;
 70	struct list_head head;
 71	enum vmw_compat_shader_state state;
 72};
 73
 74/**
 75 * struct vmw_compat_shader_manager - Compat shader manager.
 76 *
 77 * @shaders: Hash table containing staged and commited compat shaders
 78 * @list: List of commited shaders.
 79 * @dev_priv: Pointer to a device private structure.
 80 *
 81 * @shaders and @list are protected by the cmdbuf mutex for now.
 82 */
 83struct vmw_compat_shader_manager {
 84	struct drm_open_hash shaders;
 85	struct list_head list;
 86	struct vmw_private *dev_priv;
 87};
 88
 89static void vmw_user_shader_free(struct vmw_resource *res);
 90static struct vmw_resource *
 91vmw_user_shader_base_to_res(struct ttm_base_object *base);
 92
 93static int vmw_gb_shader_create(struct vmw_resource *res);
 94static int vmw_gb_shader_bind(struct vmw_resource *res,
 95			       struct ttm_validate_buffer *val_buf);
 96static int vmw_gb_shader_unbind(struct vmw_resource *res,
 97				 bool readback,
 98				 struct ttm_validate_buffer *val_buf);
 99static int vmw_gb_shader_destroy(struct vmw_resource *res);
100
101static uint64_t vmw_user_shader_size;
 
 
 
 
 
 
 
 
 
102
103static const struct vmw_user_resource_conv user_shader_conv = {
104	.object_type = VMW_RES_SHADER,
105	.base_obj_to_res = vmw_user_shader_base_to_res,
106	.res_free = vmw_user_shader_free
107};
108
109const struct vmw_user_resource_conv *user_shader_converter =
110	&user_shader_conv;
111
112
113static const struct vmw_res_func vmw_gb_shader_func = {
114	.res_type = vmw_res_shader,
115	.needs_backup = true,
116	.may_evict = true,
 
 
117	.type_name = "guest backed shaders",
118	.backup_placement = &vmw_mob_placement,
 
119	.create = vmw_gb_shader_create,
120	.destroy = vmw_gb_shader_destroy,
121	.bind = vmw_gb_shader_bind,
122	.unbind = vmw_gb_shader_unbind
123};
124
125/**
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
126 * Shader management:
127 */
128
129static inline struct vmw_shader *
130vmw_res_to_shader(struct vmw_resource *res)
131{
132	return container_of(res, struct vmw_shader, res);
133}
134
 
 
 
 
 
 
 
 
 
 
 
 
135static void vmw_hw_shader_destroy(struct vmw_resource *res)
136{
137	(void) vmw_gb_shader_destroy(res);
 
 
 
138}
139
 
140static int vmw_gb_shader_init(struct vmw_private *dev_priv,
141			      struct vmw_resource *res,
142			      uint32_t size,
143			      uint64_t offset,
144			      SVGA3dShaderType type,
145			      struct vmw_dma_buffer *byte_code,
 
 
146			      void (*res_free) (struct vmw_resource *res))
147{
148	struct vmw_shader *shader = vmw_res_to_shader(res);
149	int ret;
150
151	ret = vmw_resource_init(dev_priv, res, true,
152				res_free, &vmw_gb_shader_func);
153
154
155	if (unlikely(ret != 0)) {
156		if (res_free)
157			res_free(res);
158		else
159			kfree(res);
160		return ret;
161	}
162
163	res->backup_size = size;
164	if (byte_code) {
165		res->backup = vmw_dmabuf_reference(byte_code);
166		res->backup_offset = offset;
167	}
168	shader->size = size;
169	shader->type = type;
 
 
170
171	vmw_resource_activate(res, vmw_hw_shader_destroy);
172	return 0;
173}
174
 
 
 
 
175static int vmw_gb_shader_create(struct vmw_resource *res)
176{
177	struct vmw_private *dev_priv = res->dev_priv;
178	struct vmw_shader *shader = vmw_res_to_shader(res);
179	int ret;
180	struct {
181		SVGA3dCmdHeader header;
182		SVGA3dCmdDefineGBShader body;
183	} *cmd;
184
185	if (likely(res->id != -1))
186		return 0;
187
188	ret = vmw_resource_alloc_id(res);
189	if (unlikely(ret != 0)) {
190		DRM_ERROR("Failed to allocate a shader id.\n");
191		goto out_no_id;
192	}
193
194	if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
195		ret = -EBUSY;
196		goto out_no_fifo;
197	}
198
199	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
200	if (unlikely(cmd == NULL)) {
201		DRM_ERROR("Failed reserving FIFO space for shader "
202			  "creation.\n");
203		ret = -ENOMEM;
204		goto out_no_fifo;
205	}
206
207	cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
208	cmd->header.size = sizeof(cmd->body);
209	cmd->body.shid = res->id;
210	cmd->body.type = shader->type;
211	cmd->body.sizeInBytes = shader->size;
212	vmw_fifo_commit(dev_priv, sizeof(*cmd));
213	(void) vmw_3d_resource_inc(dev_priv, false);
214
215	return 0;
216
217out_no_fifo:
218	vmw_resource_release_id(res);
219out_no_id:
220	return ret;
221}
222
223static int vmw_gb_shader_bind(struct vmw_resource *res,
224			      struct ttm_validate_buffer *val_buf)
225{
226	struct vmw_private *dev_priv = res->dev_priv;
227	struct {
228		SVGA3dCmdHeader header;
229		SVGA3dCmdBindGBShader body;
230	} *cmd;
231	struct ttm_buffer_object *bo = val_buf->bo;
232
233	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
234
235	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
236	if (unlikely(cmd == NULL)) {
237		DRM_ERROR("Failed reserving FIFO space for shader "
238			  "binding.\n");
239		return -ENOMEM;
240	}
241
242	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
243	cmd->header.size = sizeof(cmd->body);
244	cmd->body.shid = res->id;
245	cmd->body.mobid = bo->mem.start;
246	cmd->body.offsetInBytes = 0;
247	res->backup_dirty = false;
248	vmw_fifo_commit(dev_priv, sizeof(*cmd));
249
250	return 0;
251}
252
253static int vmw_gb_shader_unbind(struct vmw_resource *res,
254				bool readback,
255				struct ttm_validate_buffer *val_buf)
256{
257	struct vmw_private *dev_priv = res->dev_priv;
258	struct {
259		SVGA3dCmdHeader header;
260		SVGA3dCmdBindGBShader body;
261	} *cmd;
262	struct vmw_fence_obj *fence;
263
264	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
265
266	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
267	if (unlikely(cmd == NULL)) {
268		DRM_ERROR("Failed reserving FIFO space for shader "
269			  "unbinding.\n");
270		return -ENOMEM;
271	}
272
273	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
274	cmd->header.size = sizeof(cmd->body);
275	cmd->body.shid = res->id;
276	cmd->body.mobid = SVGA3D_INVALID_ID;
277	cmd->body.offsetInBytes = 0;
278	vmw_fifo_commit(dev_priv, sizeof(*cmd));
279
280	/*
281	 * Create a fence object and fence the backup buffer.
282	 */
283
284	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
285					  &fence, NULL);
286
287	vmw_fence_single_bo(val_buf->bo, fence);
288
289	if (likely(fence != NULL))
290		vmw_fence_obj_unreference(&fence);
291
292	return 0;
293}
294
295static int vmw_gb_shader_destroy(struct vmw_resource *res)
296{
297	struct vmw_private *dev_priv = res->dev_priv;
298	struct {
299		SVGA3dCmdHeader header;
300		SVGA3dCmdDestroyGBShader body;
301	} *cmd;
302
303	if (likely(res->id == -1))
304		return 0;
305
306	mutex_lock(&dev_priv->binding_mutex);
307	vmw_context_binding_res_list_scrub(&res->binding_head);
308
309	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
310	if (unlikely(cmd == NULL)) {
311		DRM_ERROR("Failed reserving FIFO space for shader "
312			  "destruction.\n");
313		mutex_unlock(&dev_priv->binding_mutex);
314		return -ENOMEM;
315	}
316
317	cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
318	cmd->header.size = sizeof(cmd->body);
319	cmd->body.shid = res->id;
320	vmw_fifo_commit(dev_priv, sizeof(*cmd));
321	mutex_unlock(&dev_priv->binding_mutex);
322	vmw_resource_release_id(res);
323	vmw_3d_resource_dec(dev_priv, false);
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
324
325	return 0;
326}
327
328/**
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
329 * User-space shader management:
330 */
331
332static struct vmw_resource *
333vmw_user_shader_base_to_res(struct ttm_base_object *base)
334{
335	return &(container_of(base, struct vmw_user_shader, base)->
336		 shader.res);
337}
338
339static void vmw_user_shader_free(struct vmw_resource *res)
340{
341	struct vmw_user_shader *ushader =
342		container_of(res, struct vmw_user_shader, shader.res);
343	struct vmw_private *dev_priv = res->dev_priv;
344
345	ttm_base_object_kfree(ushader, base);
346	ttm_mem_global_free(vmw_mem_glob(dev_priv),
347			    vmw_user_shader_size);
348}
349
350/**
 
 
 
 
 
 
 
351 * This function is called when user space has no more references on the
352 * base object. It releases the base-object's reference on the resource object.
353 */
354
355static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
356{
357	struct ttm_base_object *base = *p_base;
358	struct vmw_resource *res = vmw_user_shader_base_to_res(base);
359
360	*p_base = NULL;
361	vmw_resource_unreference(&res);
362}
363
364int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
365			      struct drm_file *file_priv)
366{
367	struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
368	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
369
370	return ttm_ref_object_base_unref(tfile, arg->handle,
371					 TTM_REF_USAGE);
372}
373
374static int vmw_shader_alloc(struct vmw_private *dev_priv,
375			    struct vmw_dma_buffer *buffer,
376			    size_t shader_size,
377			    size_t offset,
378			    SVGA3dShaderType shader_type,
379			    struct ttm_object_file *tfile,
380			    u32 *handle)
 
 
381{
382	struct vmw_user_shader *ushader;
383	struct vmw_resource *res, *tmp;
384	int ret;
385
386	/*
387	 * Approximate idr memory usage with 128 bytes. It will be limited
388	 * by maximum number_of shaders anyway.
389	 */
390	if (unlikely(vmw_user_shader_size == 0))
391		vmw_user_shader_size =
392			ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
393
394	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
395				   vmw_user_shader_size,
396				   false, true);
397	if (unlikely(ret != 0)) {
398		if (ret != -ERESTARTSYS)
399			DRM_ERROR("Out of graphics memory for shader "
400				  "creation.\n");
401		goto out;
402	}
403
404	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
405	if (unlikely(ushader == NULL)) {
406		ttm_mem_global_free(vmw_mem_glob(dev_priv),
407				    vmw_user_shader_size);
408		ret = -ENOMEM;
409		goto out;
410	}
411
412	res = &ushader->shader.res;
413	ushader->base.shareable = false;
414	ushader->base.tfile = NULL;
415
416	/*
417	 * From here on, the destructor takes over resource freeing.
418	 */
419
420	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
421				 offset, shader_type, buffer,
 
422				 vmw_user_shader_free);
423	if (unlikely(ret != 0))
424		goto out;
425
426	tmp = vmw_resource_reference(res);
427	ret = ttm_base_object_init(tfile, &ushader->base, false,
428				   VMW_RES_SHADER,
429				   &vmw_user_shader_base_release, NULL);
430
431	if (unlikely(ret != 0)) {
432		vmw_resource_unreference(&tmp);
433		goto out_err;
434	}
435
436	if (handle)
437		*handle = ushader->base.hash.key;
438out_err:
439	vmw_resource_unreference(&res);
440out:
441	return ret;
442}
443
444
445int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
446			     struct drm_file *file_priv)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
447{
448	struct vmw_private *dev_priv = vmw_priv(dev);
449	struct drm_vmw_shader_create_arg *arg =
450		(struct drm_vmw_shader_create_arg *)data;
451	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
452	struct vmw_dma_buffer *buffer = NULL;
453	SVGA3dShaderType shader_type;
454	int ret;
455
456	if (arg->buffer_handle != SVGA3D_INVALID_ID) {
457		ret = vmw_user_dmabuf_lookup(tfile, arg->buffer_handle,
458					     &buffer);
459		if (unlikely(ret != 0)) {
460			DRM_ERROR("Could not find buffer for shader "
461				  "creation.\n");
462			return ret;
463		}
464
465		if ((u64)buffer->base.num_pages * PAGE_SIZE <
466		    (u64)arg->size + (u64)arg->offset) {
467			DRM_ERROR("Illegal buffer- or shader size.\n");
468			ret = -EINVAL;
469			goto out_bad_arg;
470		}
471	}
472
473	switch (arg->shader_type) {
474	case drm_vmw_shader_type_vs:
475		shader_type = SVGA3D_SHADERTYPE_VS;
476		break;
477	case drm_vmw_shader_type_ps:
478		shader_type = SVGA3D_SHADERTYPE_PS;
479		break;
480	case drm_vmw_shader_type_gs:
481		shader_type = SVGA3D_SHADERTYPE_GS;
482		break;
483	default:
484		DRM_ERROR("Illegal shader type.\n");
485		ret = -EINVAL;
486		goto out_bad_arg;
487	}
488
489	ret = ttm_read_lock(&dev_priv->reservation_sem, true);
490	if (unlikely(ret != 0))
491		goto out_bad_arg;
492
493	ret = vmw_shader_alloc(dev_priv, buffer, arg->size, arg->offset,
494			       shader_type, tfile, &arg->shader_handle);
495
496	ttm_read_unlock(&dev_priv->reservation_sem);
497out_bad_arg:
498	vmw_dmabuf_unreference(&buffer);
499	return ret;
500}
501
502/**
503 * vmw_compat_shader_lookup - Look up a compat shader
 
504 *
505 * @man: Pointer to the compat shader manager.
506 * @shader_type: The shader type, that combined with the user_key identifies
507 * the shader.
508 * @user_key: On entry, this should be a pointer to the user_key.
509 * On successful exit, it will contain the guest-backed shader's TTM handle.
510 *
511 * Returns 0 on success. Non-zero on failure, in which case the value pointed
512 * to by @user_key is unmodified.
513 */
514int vmw_compat_shader_lookup(struct vmw_compat_shader_manager *man,
515			     SVGA3dShaderType shader_type,
516			     u32 *user_key)
517{
518	struct drm_hash_item *hash;
519	int ret;
520	unsigned long key = *user_key | (shader_type << 24);
521
522	ret = drm_ht_find_item(&man->shaders, key, &hash);
523	if (unlikely(ret != 0))
524		return ret;
525
526	*user_key = drm_hash_entry(hash, struct vmw_compat_shader,
527				   hash)->handle;
528
529	return 0;
530}
531
532/**
533 * vmw_compat_shader_free - Free a compat shader.
534 *
535 * @man: Pointer to the compat shader manager.
536 * @entry: Pointer to a struct vmw_compat_shader.
537 *
538 * Frees a struct vmw_compat_shder entry and drops its reference to the
539 * guest backed shader.
540 */
541static void vmw_compat_shader_free(struct vmw_compat_shader_manager *man,
542				   struct vmw_compat_shader *entry)
543{
544	list_del(&entry->head);
545	WARN_ON(drm_ht_remove_item(&man->shaders, &entry->hash));
546	WARN_ON(ttm_ref_object_base_unref(entry->tfile, entry->handle,
547					  TTM_REF_USAGE));
548	kfree(entry);
549}
550
551/**
552 * vmw_compat_shaders_commit - Commit a list of compat shader actions.
553 *
554 * @man: Pointer to the compat shader manager.
555 * @list: Caller's list of compat shader actions.
556 *
557 * This function commits a list of compat shader additions or removals.
558 * It is typically called when the execbuf ioctl call triggering these
559 * actions has commited the fifo contents to the device.
560 */
561void vmw_compat_shaders_commit(struct vmw_compat_shader_manager *man,
562			       struct list_head *list)
563{
564	struct vmw_compat_shader *entry, *next;
565
566	list_for_each_entry_safe(entry, next, list, head) {
567		list_del(&entry->head);
568		switch (entry->state) {
569		case VMW_COMPAT_ADD:
570			entry->state = VMW_COMPAT_COMMITED;
571			list_add_tail(&entry->head, &man->list);
572			break;
573		case VMW_COMPAT_DEL:
574			ttm_ref_object_base_unref(entry->tfile, entry->handle,
575						  TTM_REF_USAGE);
576			kfree(entry);
577			break;
578		default:
579			BUG();
580			break;
581		}
582	}
583}
584
585/**
586 * vmw_compat_shaders_revert - Revert a list of compat shader actions
587 *
588 * @man: Pointer to the compat shader manager.
589 * @list: Caller's list of compat shader actions.
590 *
591 * This function reverts a list of compat shader additions or removals.
592 * It is typically called when the execbuf ioctl call triggering these
593 * actions failed for some reason, and the command stream was never
594 * submitted.
595 */
596void vmw_compat_shaders_revert(struct vmw_compat_shader_manager *man,
597			       struct list_head *list)
598{
599	struct vmw_compat_shader *entry, *next;
600	int ret;
601
602	list_for_each_entry_safe(entry, next, list, head) {
603		switch (entry->state) {
604		case VMW_COMPAT_ADD:
605			vmw_compat_shader_free(man, entry);
606			break;
607		case VMW_COMPAT_DEL:
608			ret = drm_ht_insert_item(&man->shaders, &entry->hash);
609			list_del(&entry->head);
610			list_add_tail(&entry->head, &man->list);
611			entry->state = VMW_COMPAT_COMMITED;
612			break;
613		default:
614			BUG();
615			break;
616		}
617	}
618}
619
620/**
621 * vmw_compat_shader_remove - Stage a compat shader for removal.
622 *
623 * @man: Pointer to the compat shader manager
624 * @user_key: The key that is used to identify the shader. The key is
625 * unique to the shader type.
626 * @shader_type: Shader type.
627 * @list: Caller's list of staged shader actions.
628 *
629 * This function stages a compat shader for removal and removes the key from
630 * the shader manager's hash table. If the shader was previously only staged
631 * for addition it is completely removed (But the execbuf code may keep a
632 * reference if it was bound to a context between addition and removal). If
633 * it was previously commited to the manager, it is staged for removal.
634 */
635int vmw_compat_shader_remove(struct vmw_compat_shader_manager *man,
636			     u32 user_key, SVGA3dShaderType shader_type,
637			     struct list_head *list)
638{
639	struct vmw_compat_shader *entry;
640	struct drm_hash_item *hash;
641	int ret;
642
643	ret = drm_ht_find_item(&man->shaders, user_key | (shader_type << 24),
644			       &hash);
645	if (likely(ret != 0))
646		return -EINVAL;
647
648	entry = drm_hash_entry(hash, struct vmw_compat_shader, hash);
649
650	switch (entry->state) {
651	case VMW_COMPAT_ADD:
652		vmw_compat_shader_free(man, entry);
653		break;
654	case VMW_COMPAT_COMMITED:
655		(void) drm_ht_remove_item(&man->shaders, &entry->hash);
656		list_del(&entry->head);
657		entry->state = VMW_COMPAT_DEL;
658		list_add_tail(&entry->head, list);
659		break;
660	default:
661		BUG();
662		break;
663	}
664
665	return 0;
666}
667
668/**
669 * vmw_compat_shader_add - Create a compat shader and add the
670 * key to the manager
671 *
672 * @man: Pointer to the compat shader manager
 
673 * @user_key: The key that is used to identify the shader. The key is
674 * unique to the shader type.
675 * @bytecode: Pointer to the bytecode of the shader.
676 * @shader_type: Shader type.
677 * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
678 * to be created with.
679 * @list: Caller's list of staged shader actions.
680 *
681 * Note that only the key is added to the shader manager's hash table.
682 * The shader is not yet added to the shader manager's list of shaders.
683 */
684int vmw_compat_shader_add(struct vmw_compat_shader_manager *man,
 
685			  u32 user_key, const void *bytecode,
686			  SVGA3dShaderType shader_type,
687			  size_t size,
688			  struct ttm_object_file *tfile,
689			  struct list_head *list)
690{
691	struct vmw_dma_buffer *buf;
 
692	struct ttm_bo_kmap_obj map;
693	bool is_iomem;
694	struct vmw_compat_shader *compat;
695	u32 handle;
696	int ret;
 
 
 
 
 
 
 
 
 
697
698	if (user_key > ((1 << 24) - 1) || (unsigned) shader_type > 16)
699		return -EINVAL;
700
701	/* Allocate and pin a DMA buffer */
702	buf = kzalloc(sizeof(*buf), GFP_KERNEL);
703	if (unlikely(buf == NULL))
704		return -ENOMEM;
705
706	ret = vmw_dmabuf_init(man->dev_priv, buf, size, &vmw_sys_ne_placement,
707			      true, vmw_dmabuf_bo_free);
708	if (unlikely(ret != 0))
709		goto out;
710
711	ret = ttm_bo_reserve(&buf->base, false, true, false, NULL);
712	if (unlikely(ret != 0))
713		goto no_reserve;
714
715	/* Map and copy shader bytecode. */
716	ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
717			  &map);
718	if (unlikely(ret != 0)) {
719		ttm_bo_unreserve(&buf->base);
720		goto no_reserve;
721	}
722
723	memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
724	WARN_ON(is_iomem);
725
726	ttm_bo_kunmap(&map);
727	ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, false, true);
728	WARN_ON(ret != 0);
729	ttm_bo_unreserve(&buf->base);
730
731	/* Create a guest-backed shader container backed by the dma buffer */
732	ret = vmw_shader_alloc(man->dev_priv, buf, size, 0, shader_type,
733			       tfile, &handle);
734	vmw_dmabuf_unreference(&buf);
735	if (unlikely(ret != 0))
736		goto no_reserve;
737	/*
738	 * Create a compat shader structure and stage it for insertion
739	 * in the manager
740	 */
741	compat = kzalloc(sizeof(*compat), GFP_KERNEL);
742	if (compat == NULL)
743		goto no_compat;
744
745	compat->hash.key = user_key |  (shader_type << 24);
746	ret = drm_ht_insert_item(&man->shaders, &compat->hash);
747	if (unlikely(ret != 0))
748		goto out_invalid_key;
749
750	compat->state = VMW_COMPAT_ADD;
751	compat->handle = handle;
752	compat->tfile = tfile;
753	list_add_tail(&compat->head, list);
754
755	return 0;
756
757out_invalid_key:
758	kfree(compat);
759no_compat:
760	ttm_ref_object_base_unref(tfile, handle, TTM_REF_USAGE);
761no_reserve:
 
762out:
763	return ret;
764}
765
766/**
767 * vmw_compat_shader_man_create - Create a compat shader manager
768 *
769 * @dev_priv: Pointer to a device private structure.
770 *
771 * Typically done at file open time. If successful returns a pointer to a
772 * compat shader manager. Otherwise returns an error pointer.
773 */
774struct vmw_compat_shader_manager *
775vmw_compat_shader_man_create(struct vmw_private *dev_priv)
 
 
 
 
 
 
 
776{
777	struct vmw_compat_shader_manager *man;
778	int ret;
779
780	man = kzalloc(sizeof(*man), GFP_KERNEL);
781	if (man == NULL)
782		return ERR_PTR(-ENOMEM);
783
784	man->dev_priv = dev_priv;
785	INIT_LIST_HEAD(&man->list);
786	ret = drm_ht_create(&man->shaders, VMW_COMPAT_SHADER_HT_ORDER);
787	if (ret == 0)
788		return man;
789
790	kfree(man);
791	return ERR_PTR(ret);
792}
793
794/**
795 * vmw_compat_shader_man_destroy - Destroy a compat shader manager
796 *
797 * @man: Pointer to the shader manager to destroy.
798 *
799 * Typically done at file close time.
800 */
801void vmw_compat_shader_man_destroy(struct vmw_compat_shader_manager *man)
802{
803	struct vmw_compat_shader *entry, *next;
804
805	mutex_lock(&man->dev_priv->cmdbuf_mutex);
806	list_for_each_entry_safe(entry, next, &man->list, head)
807		vmw_compat_shader_free(man, entry);
808
809	mutex_unlock(&man->dev_priv->cmdbuf_mutex);
810	kfree(man);
 
 
 
811}