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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// SPDX-License-Identifier: GPL-2.0 OR MIT
2/**************************************************************************
3 *
4 * Copyright 2009-2015 VMware, Inc., Palo Alto, CA., USA
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 * USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include <drm/ttm/ttm_placement.h>
29
30#include "vmwgfx_drv.h"
31#include "vmwgfx_resource_priv.h"
32#include "vmwgfx_binding.h"
33
34struct vmw_shader {
35 struct vmw_resource res;
36 SVGA3dShaderType type;
37 uint32_t size;
38 uint8_t num_input_sig;
39 uint8_t num_output_sig;
40};
41
42struct vmw_user_shader {
43 struct ttm_base_object base;
44 struct vmw_shader shader;
45};
46
47struct vmw_dx_shader {
48 struct vmw_resource res;
49 struct vmw_resource *ctx;
50 struct vmw_resource *cotable;
51 u32 id;
52 bool committed;
53 struct list_head cotable_head;
54};
55
56static void vmw_user_shader_free(struct vmw_resource *res);
57static struct vmw_resource *
58vmw_user_shader_base_to_res(struct ttm_base_object *base);
59
60static int vmw_gb_shader_create(struct vmw_resource *res);
61static int vmw_gb_shader_bind(struct vmw_resource *res,
62 struct ttm_validate_buffer *val_buf);
63static int vmw_gb_shader_unbind(struct vmw_resource *res,
64 bool readback,
65 struct ttm_validate_buffer *val_buf);
66static int vmw_gb_shader_destroy(struct vmw_resource *res);
67
68static int vmw_dx_shader_create(struct vmw_resource *res);
69static int vmw_dx_shader_bind(struct vmw_resource *res,
70 struct ttm_validate_buffer *val_buf);
71static int vmw_dx_shader_unbind(struct vmw_resource *res,
72 bool readback,
73 struct ttm_validate_buffer *val_buf);
74static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
75 enum vmw_cmdbuf_res_state state);
76static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
77static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
78
79static const struct vmw_user_resource_conv user_shader_conv = {
80 .object_type = VMW_RES_SHADER,
81 .base_obj_to_res = vmw_user_shader_base_to_res,
82 .res_free = vmw_user_shader_free
83};
84
85const struct vmw_user_resource_conv *user_shader_converter =
86 &user_shader_conv;
87
88
89static const struct vmw_res_func vmw_gb_shader_func = {
90 .res_type = vmw_res_shader,
91 .needs_backup = true,
92 .may_evict = true,
93 .prio = 3,
94 .dirty_prio = 3,
95 .type_name = "guest backed shaders",
96 .backup_placement = &vmw_mob_placement,
97 .create = vmw_gb_shader_create,
98 .destroy = vmw_gb_shader_destroy,
99 .bind = vmw_gb_shader_bind,
100 .unbind = vmw_gb_shader_unbind
101};
102
103static const struct vmw_res_func vmw_dx_shader_func = {
104 .res_type = vmw_res_shader,
105 .needs_backup = true,
106 .may_evict = true,
107 .prio = 3,
108 .dirty_prio = 3,
109 .type_name = "dx shaders",
110 .backup_placement = &vmw_mob_placement,
111 .create = vmw_dx_shader_create,
112 /*
113 * The destroy callback is only called with a committed resource on
114 * context destroy, in which case we destroy the cotable anyway,
115 * so there's no need to destroy DX shaders separately.
116 */
117 .destroy = NULL,
118 .bind = vmw_dx_shader_bind,
119 .unbind = vmw_dx_shader_unbind,
120 .commit_notify = vmw_dx_shader_commit_notify,
121};
122
123/*
124 * Shader management:
125 */
126
127static inline struct vmw_shader *
128vmw_res_to_shader(struct vmw_resource *res)
129{
130 return container_of(res, struct vmw_shader, res);
131}
132
133/**
134 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
135 * struct vmw_dx_shader
136 *
137 * @res: Pointer to the struct vmw_resource.
138 */
139static inline struct vmw_dx_shader *
140vmw_res_to_dx_shader(struct vmw_resource *res)
141{
142 return container_of(res, struct vmw_dx_shader, res);
143}
144
145static void vmw_hw_shader_destroy(struct vmw_resource *res)
146{
147 if (likely(res->func->destroy))
148 (void) res->func->destroy(res);
149 else
150 res->id = -1;
151}
152
153
154static int vmw_gb_shader_init(struct vmw_private *dev_priv,
155 struct vmw_resource *res,
156 uint32_t size,
157 uint64_t offset,
158 SVGA3dShaderType type,
159 uint8_t num_input_sig,
160 uint8_t num_output_sig,
161 struct vmw_buffer_object *byte_code,
162 void (*res_free) (struct vmw_resource *res))
163{
164 struct vmw_shader *shader = vmw_res_to_shader(res);
165 int ret;
166
167 ret = vmw_resource_init(dev_priv, res, true, res_free,
168 &vmw_gb_shader_func);
169
170 if (unlikely(ret != 0)) {
171 if (res_free)
172 res_free(res);
173 else
174 kfree(res);
175 return ret;
176 }
177
178 res->backup_size = size;
179 if (byte_code) {
180 res->backup = vmw_bo_reference(byte_code);
181 res->backup_offset = offset;
182 }
183 shader->size = size;
184 shader->type = type;
185 shader->num_input_sig = num_input_sig;
186 shader->num_output_sig = num_output_sig;
187
188 res->hw_destroy = vmw_hw_shader_destroy;
189 return 0;
190}
191
192/*
193 * GB shader code:
194 */
195
196static int vmw_gb_shader_create(struct vmw_resource *res)
197{
198 struct vmw_private *dev_priv = res->dev_priv;
199 struct vmw_shader *shader = vmw_res_to_shader(res);
200 int ret;
201 struct {
202 SVGA3dCmdHeader header;
203 SVGA3dCmdDefineGBShader body;
204 } *cmd;
205
206 if (likely(res->id != -1))
207 return 0;
208
209 ret = vmw_resource_alloc_id(res);
210 if (unlikely(ret != 0)) {
211 DRM_ERROR("Failed to allocate a shader id.\n");
212 goto out_no_id;
213 }
214
215 if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
216 ret = -EBUSY;
217 goto out_no_fifo;
218 }
219
220 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
221 if (unlikely(cmd == NULL)) {
222 ret = -ENOMEM;
223 goto out_no_fifo;
224 }
225
226 cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
227 cmd->header.size = sizeof(cmd->body);
228 cmd->body.shid = res->id;
229 cmd->body.type = shader->type;
230 cmd->body.sizeInBytes = shader->size;
231 vmw_cmd_commit(dev_priv, sizeof(*cmd));
232 vmw_fifo_resource_inc(dev_priv);
233
234 return 0;
235
236out_no_fifo:
237 vmw_resource_release_id(res);
238out_no_id:
239 return ret;
240}
241
242static int vmw_gb_shader_bind(struct vmw_resource *res,
243 struct ttm_validate_buffer *val_buf)
244{
245 struct vmw_private *dev_priv = res->dev_priv;
246 struct {
247 SVGA3dCmdHeader header;
248 SVGA3dCmdBindGBShader body;
249 } *cmd;
250 struct ttm_buffer_object *bo = val_buf->bo;
251
252 BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
253
254 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
255 if (unlikely(cmd == NULL))
256 return -ENOMEM;
257
258 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
259 cmd->header.size = sizeof(cmd->body);
260 cmd->body.shid = res->id;
261 cmd->body.mobid = bo->resource->start;
262 cmd->body.offsetInBytes = res->backup_offset;
263 res->backup_dirty = false;
264 vmw_cmd_commit(dev_priv, sizeof(*cmd));
265
266 return 0;
267}
268
269static int vmw_gb_shader_unbind(struct vmw_resource *res,
270 bool readback,
271 struct ttm_validate_buffer *val_buf)
272{
273 struct vmw_private *dev_priv = res->dev_priv;
274 struct {
275 SVGA3dCmdHeader header;
276 SVGA3dCmdBindGBShader body;
277 } *cmd;
278 struct vmw_fence_obj *fence;
279
280 BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB);
281
282 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
283 if (unlikely(cmd == NULL))
284 return -ENOMEM;
285
286 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
287 cmd->header.size = sizeof(cmd->body);
288 cmd->body.shid = res->id;
289 cmd->body.mobid = SVGA3D_INVALID_ID;
290 cmd->body.offsetInBytes = 0;
291 vmw_cmd_commit(dev_priv, sizeof(*cmd));
292
293 /*
294 * Create a fence object and fence the backup buffer.
295 */
296
297 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
298 &fence, NULL);
299
300 vmw_bo_fence_single(val_buf->bo, fence);
301
302 if (likely(fence != NULL))
303 vmw_fence_obj_unreference(&fence);
304
305 return 0;
306}
307
308static int vmw_gb_shader_destroy(struct vmw_resource *res)
309{
310 struct vmw_private *dev_priv = res->dev_priv;
311 struct {
312 SVGA3dCmdHeader header;
313 SVGA3dCmdDestroyGBShader body;
314 } *cmd;
315
316 if (likely(res->id == -1))
317 return 0;
318
319 mutex_lock(&dev_priv->binding_mutex);
320 vmw_binding_res_list_scrub(&res->binding_head);
321
322 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
323 if (unlikely(cmd == NULL)) {
324 mutex_unlock(&dev_priv->binding_mutex);
325 return -ENOMEM;
326 }
327
328 cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
329 cmd->header.size = sizeof(cmd->body);
330 cmd->body.shid = res->id;
331 vmw_cmd_commit(dev_priv, sizeof(*cmd));
332 mutex_unlock(&dev_priv->binding_mutex);
333 vmw_resource_release_id(res);
334 vmw_fifo_resource_dec(dev_priv);
335
336 return 0;
337}
338
339/*
340 * DX shader code:
341 */
342
343/**
344 * vmw_dx_shader_commit_notify - Notify that a shader operation has been
345 * committed to hardware from a user-supplied command stream.
346 *
347 * @res: Pointer to the shader resource.
348 * @state: Indicating whether a creation or removal has been committed.
349 *
350 */
351static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
352 enum vmw_cmdbuf_res_state state)
353{
354 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
355 struct vmw_private *dev_priv = res->dev_priv;
356
357 if (state == VMW_CMDBUF_RES_ADD) {
358 mutex_lock(&dev_priv->binding_mutex);
359 vmw_cotable_add_resource(shader->cotable,
360 &shader->cotable_head);
361 shader->committed = true;
362 res->id = shader->id;
363 mutex_unlock(&dev_priv->binding_mutex);
364 } else {
365 mutex_lock(&dev_priv->binding_mutex);
366 list_del_init(&shader->cotable_head);
367 shader->committed = false;
368 res->id = -1;
369 mutex_unlock(&dev_priv->binding_mutex);
370 }
371}
372
373/**
374 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
375 *
376 * @res: The shader resource
377 *
378 * This function reverts a scrub operation.
379 */
380static int vmw_dx_shader_unscrub(struct vmw_resource *res)
381{
382 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
383 struct vmw_private *dev_priv = res->dev_priv;
384 struct {
385 SVGA3dCmdHeader header;
386 SVGA3dCmdDXBindShader body;
387 } *cmd;
388
389 if (!list_empty(&shader->cotable_head) || !shader->committed)
390 return 0;
391
392 cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id);
393 if (unlikely(cmd == NULL))
394 return -ENOMEM;
395
396 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
397 cmd->header.size = sizeof(cmd->body);
398 cmd->body.cid = shader->ctx->id;
399 cmd->body.shid = shader->id;
400 cmd->body.mobid = res->backup->base.resource->start;
401 cmd->body.offsetInBytes = res->backup_offset;
402 vmw_cmd_commit(dev_priv, sizeof(*cmd));
403
404 vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
405
406 return 0;
407}
408
409/**
410 * vmw_dx_shader_create - The DX shader create callback
411 *
412 * @res: The DX shader resource
413 *
414 * The create callback is called as part of resource validation and
415 * makes sure that we unscrub the shader if it's previously been scrubbed.
416 */
417static int vmw_dx_shader_create(struct vmw_resource *res)
418{
419 struct vmw_private *dev_priv = res->dev_priv;
420 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
421 int ret = 0;
422
423 WARN_ON_ONCE(!shader->committed);
424
425 if (vmw_resource_mob_attached(res)) {
426 mutex_lock(&dev_priv->binding_mutex);
427 ret = vmw_dx_shader_unscrub(res);
428 mutex_unlock(&dev_priv->binding_mutex);
429 }
430
431 res->id = shader->id;
432 return ret;
433}
434
435/**
436 * vmw_dx_shader_bind - The DX shader bind callback
437 *
438 * @res: The DX shader resource
439 * @val_buf: Pointer to the validate buffer.
440 *
441 */
442static int vmw_dx_shader_bind(struct vmw_resource *res,
443 struct ttm_validate_buffer *val_buf)
444{
445 struct vmw_private *dev_priv = res->dev_priv;
446 struct ttm_buffer_object *bo = val_buf->bo;
447
448 BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
449 mutex_lock(&dev_priv->binding_mutex);
450 vmw_dx_shader_unscrub(res);
451 mutex_unlock(&dev_priv->binding_mutex);
452
453 return 0;
454}
455
456/**
457 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
458 *
459 * @res: The shader resource
460 *
461 * This function unbinds a MOB from the DX shader without requiring the
462 * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
463 * However, once the driver eventually decides to unbind the MOB, it doesn't
464 * need to access the context.
465 */
466static int vmw_dx_shader_scrub(struct vmw_resource *res)
467{
468 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
469 struct vmw_private *dev_priv = res->dev_priv;
470 struct {
471 SVGA3dCmdHeader header;
472 SVGA3dCmdDXBindShader body;
473 } *cmd;
474
475 if (list_empty(&shader->cotable_head))
476 return 0;
477
478 WARN_ON_ONCE(!shader->committed);
479 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
480 if (unlikely(cmd == NULL))
481 return -ENOMEM;
482
483 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
484 cmd->header.size = sizeof(cmd->body);
485 cmd->body.cid = shader->ctx->id;
486 cmd->body.shid = res->id;
487 cmd->body.mobid = SVGA3D_INVALID_ID;
488 cmd->body.offsetInBytes = 0;
489 vmw_cmd_commit(dev_priv, sizeof(*cmd));
490 res->id = -1;
491 list_del_init(&shader->cotable_head);
492
493 return 0;
494}
495
496/**
497 * vmw_dx_shader_unbind - The dx shader unbind callback.
498 *
499 * @res: The shader resource
500 * @readback: Whether this is a readback unbind. Currently unused.
501 * @val_buf: MOB buffer information.
502 */
503static int vmw_dx_shader_unbind(struct vmw_resource *res,
504 bool readback,
505 struct ttm_validate_buffer *val_buf)
506{
507 struct vmw_private *dev_priv = res->dev_priv;
508 struct vmw_fence_obj *fence;
509 int ret;
510
511 BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB);
512
513 mutex_lock(&dev_priv->binding_mutex);
514 ret = vmw_dx_shader_scrub(res);
515 mutex_unlock(&dev_priv->binding_mutex);
516
517 if (ret)
518 return ret;
519
520 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
521 &fence, NULL);
522 vmw_bo_fence_single(val_buf->bo, fence);
523
524 if (likely(fence != NULL))
525 vmw_fence_obj_unreference(&fence);
526
527 return 0;
528}
529
530/**
531 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
532 * DX shaders.
533 *
534 * @dev_priv: Pointer to device private structure.
535 * @list: The list of cotable resources.
536 * @readback: Whether the call was part of a readback unbind.
537 *
538 * Scrubs all shader MOBs so that any subsequent shader unbind or shader
539 * destroy operation won't need to swap in the context.
540 */
541void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
542 struct list_head *list,
543 bool readback)
544{
545 struct vmw_dx_shader *entry, *next;
546
547 lockdep_assert_held_once(&dev_priv->binding_mutex);
548
549 list_for_each_entry_safe(entry, next, list, cotable_head) {
550 WARN_ON(vmw_dx_shader_scrub(&entry->res));
551 if (!readback)
552 entry->committed = false;
553 }
554}
555
556/**
557 * vmw_dx_shader_res_free - The DX shader free callback
558 *
559 * @res: The shader resource
560 *
561 * Frees the DX shader resource.
562 */
563static void vmw_dx_shader_res_free(struct vmw_resource *res)
564{
565 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
566
567 vmw_resource_unreference(&shader->cotable);
568 kfree(shader);
569}
570
571/**
572 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
573 * resource.
574 *
575 * @man: The command buffer resource manager.
576 * @ctx: Pointer to the context resource.
577 * @user_key: The id used for this shader.
578 * @shader_type: The shader type.
579 * @list: The list of staged command buffer managed resources.
580 */
581int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
582 struct vmw_resource *ctx,
583 u32 user_key,
584 SVGA3dShaderType shader_type,
585 struct list_head *list)
586{
587 struct vmw_dx_shader *shader;
588 struct vmw_resource *res;
589 struct vmw_private *dev_priv = ctx->dev_priv;
590 int ret;
591
592 if (!vmw_shader_id_ok(user_key, shader_type))
593 return -EINVAL;
594
595 shader = kmalloc(sizeof(*shader), GFP_KERNEL);
596 if (!shader) {
597 return -ENOMEM;
598 }
599
600 res = &shader->res;
601 shader->ctx = ctx;
602 shader->cotable = vmw_resource_reference
603 (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
604 shader->id = user_key;
605 shader->committed = false;
606 INIT_LIST_HEAD(&shader->cotable_head);
607 ret = vmw_resource_init(dev_priv, res, true,
608 vmw_dx_shader_res_free, &vmw_dx_shader_func);
609 if (ret)
610 goto out_resource_init;
611
612 /*
613 * The user_key name-space is not per shader type for DX shaders,
614 * so when hashing, use a single zero shader type.
615 */
616 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
617 vmw_shader_key(user_key, 0),
618 res, list);
619 if (ret)
620 goto out_resource_init;
621
622 res->id = shader->id;
623 res->hw_destroy = vmw_hw_shader_destroy;
624
625out_resource_init:
626 vmw_resource_unreference(&res);
627
628 return ret;
629}
630
631
632
633/*
634 * User-space shader management:
635 */
636
637static struct vmw_resource *
638vmw_user_shader_base_to_res(struct ttm_base_object *base)
639{
640 return &(container_of(base, struct vmw_user_shader, base)->
641 shader.res);
642}
643
644static void vmw_user_shader_free(struct vmw_resource *res)
645{
646 struct vmw_user_shader *ushader =
647 container_of(res, struct vmw_user_shader, shader.res);
648
649 ttm_base_object_kfree(ushader, base);
650}
651
652static void vmw_shader_free(struct vmw_resource *res)
653{
654 struct vmw_shader *shader = vmw_res_to_shader(res);
655
656 kfree(shader);
657}
658
659/*
660 * This function is called when user space has no more references on the
661 * base object. It releases the base-object's reference on the resource object.
662 */
663
664static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
665{
666 struct ttm_base_object *base = *p_base;
667 struct vmw_resource *res = vmw_user_shader_base_to_res(base);
668
669 *p_base = NULL;
670 vmw_resource_unreference(&res);
671}
672
673int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
674 struct drm_file *file_priv)
675{
676 struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
677 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
678
679 return ttm_ref_object_base_unref(tfile, arg->handle);
680}
681
682static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
683 struct vmw_buffer_object *buffer,
684 size_t shader_size,
685 size_t offset,
686 SVGA3dShaderType shader_type,
687 uint8_t num_input_sig,
688 uint8_t num_output_sig,
689 struct ttm_object_file *tfile,
690 u32 *handle)
691{
692 struct vmw_user_shader *ushader;
693 struct vmw_resource *res, *tmp;
694 int ret;
695
696 ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
697 if (unlikely(!ushader)) {
698 ret = -ENOMEM;
699 goto out;
700 }
701
702 res = &ushader->shader.res;
703 ushader->base.shareable = false;
704 ushader->base.tfile = NULL;
705
706 /*
707 * From here on, the destructor takes over resource freeing.
708 */
709
710 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
711 offset, shader_type, num_input_sig,
712 num_output_sig, buffer,
713 vmw_user_shader_free);
714 if (unlikely(ret != 0))
715 goto out;
716
717 tmp = vmw_resource_reference(res);
718 ret = ttm_base_object_init(tfile, &ushader->base, false,
719 VMW_RES_SHADER,
720 &vmw_user_shader_base_release);
721
722 if (unlikely(ret != 0)) {
723 vmw_resource_unreference(&tmp);
724 goto out_err;
725 }
726
727 if (handle)
728 *handle = ushader->base.handle;
729out_err:
730 vmw_resource_unreference(&res);
731out:
732 return ret;
733}
734
735
736static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
737 struct vmw_buffer_object *buffer,
738 size_t shader_size,
739 size_t offset,
740 SVGA3dShaderType shader_type)
741{
742 struct vmw_shader *shader;
743 struct vmw_resource *res;
744 int ret;
745
746 shader = kzalloc(sizeof(*shader), GFP_KERNEL);
747 if (unlikely(!shader)) {
748 ret = -ENOMEM;
749 goto out_err;
750 }
751
752 res = &shader->res;
753
754 /*
755 * From here on, the destructor takes over resource freeing.
756 */
757 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
758 offset, shader_type, 0, 0, buffer,
759 vmw_shader_free);
760
761out_err:
762 return ret ? ERR_PTR(ret) : res;
763}
764
765
766static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
767 enum drm_vmw_shader_type shader_type_drm,
768 u32 buffer_handle, size_t size, size_t offset,
769 uint8_t num_input_sig, uint8_t num_output_sig,
770 uint32_t *shader_handle)
771{
772 struct vmw_private *dev_priv = vmw_priv(dev);
773 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
774 struct vmw_buffer_object *buffer = NULL;
775 SVGA3dShaderType shader_type;
776 int ret;
777
778 if (buffer_handle != SVGA3D_INVALID_ID) {
779 ret = vmw_user_bo_lookup(file_priv, buffer_handle, &buffer);
780 if (unlikely(ret != 0)) {
781 VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
782 return ret;
783 }
784
785 if ((u64)buffer->base.base.size < (u64)size + (u64)offset) {
786 VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
787 ret = -EINVAL;
788 goto out_bad_arg;
789 }
790 }
791
792 switch (shader_type_drm) {
793 case drm_vmw_shader_type_vs:
794 shader_type = SVGA3D_SHADERTYPE_VS;
795 break;
796 case drm_vmw_shader_type_ps:
797 shader_type = SVGA3D_SHADERTYPE_PS;
798 break;
799 default:
800 VMW_DEBUG_USER("Illegal shader type.\n");
801 ret = -EINVAL;
802 goto out_bad_arg;
803 }
804
805 ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
806 shader_type, num_input_sig,
807 num_output_sig, tfile, shader_handle);
808out_bad_arg:
809 vmw_bo_unreference(&buffer);
810 drm_gem_object_put(&buffer->base.base);
811 return ret;
812}
813
814/**
815 * vmw_shader_id_ok - Check whether a compat shader user key and
816 * shader type are within valid bounds.
817 *
818 * @user_key: User space id of the shader.
819 * @shader_type: Shader type.
820 *
821 * Returns true if valid false if not.
822 */
823static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
824{
825 return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
826}
827
828/**
829 * vmw_shader_key - Compute a hash key suitable for a compat shader.
830 *
831 * @user_key: User space id of the shader.
832 * @shader_type: Shader type.
833 *
834 * Returns a hash key suitable for a command buffer managed resource
835 * manager hash table.
836 */
837static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
838{
839 return user_key | (shader_type << 20);
840}
841
842/**
843 * vmw_shader_remove - Stage a compat shader for removal.
844 *
845 * @man: Pointer to the compat shader manager identifying the shader namespace.
846 * @user_key: The key that is used to identify the shader. The key is
847 * unique to the shader type.
848 * @shader_type: Shader type.
849 * @list: Caller's list of staged command buffer resource actions.
850 */
851int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
852 u32 user_key, SVGA3dShaderType shader_type,
853 struct list_head *list)
854{
855 struct vmw_resource *dummy;
856
857 if (!vmw_shader_id_ok(user_key, shader_type))
858 return -EINVAL;
859
860 return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
861 vmw_shader_key(user_key, shader_type),
862 list, &dummy);
863}
864
865/**
866 * vmw_compat_shader_add - Create a compat shader and stage it for addition
867 * as a command buffer managed resource.
868 *
869 * @dev_priv: Pointer to device private structure.
870 * @man: Pointer to the compat shader manager identifying the shader namespace.
871 * @user_key: The key that is used to identify the shader. The key is
872 * unique to the shader type.
873 * @bytecode: Pointer to the bytecode of the shader.
874 * @shader_type: Shader type.
875 * @size: Command size.
876 * @list: Caller's list of staged command buffer resource actions.
877 *
878 */
879int vmw_compat_shader_add(struct vmw_private *dev_priv,
880 struct vmw_cmdbuf_res_manager *man,
881 u32 user_key, const void *bytecode,
882 SVGA3dShaderType shader_type,
883 size_t size,
884 struct list_head *list)
885{
886 struct ttm_operation_ctx ctx = { false, true };
887 struct vmw_buffer_object *buf;
888 struct ttm_bo_kmap_obj map;
889 bool is_iomem;
890 int ret;
891 struct vmw_resource *res;
892
893 if (!vmw_shader_id_ok(user_key, shader_type))
894 return -EINVAL;
895
896 ret = vmw_bo_create(dev_priv, size, &vmw_sys_placement,
897 true, true, vmw_bo_bo_free, &buf);
898 if (unlikely(ret != 0))
899 goto out;
900
901 ret = ttm_bo_reserve(&buf->base, false, true, NULL);
902 if (unlikely(ret != 0))
903 goto no_reserve;
904
905 /* Map and copy shader bytecode. */
906 ret = ttm_bo_kmap(&buf->base, 0, PFN_UP(size), &map);
907 if (unlikely(ret != 0)) {
908 ttm_bo_unreserve(&buf->base);
909 goto no_reserve;
910 }
911
912 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
913 WARN_ON(is_iomem);
914
915 ttm_bo_kunmap(&map);
916 ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
917 WARN_ON(ret != 0);
918 ttm_bo_unreserve(&buf->base);
919
920 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
921 if (unlikely(ret != 0))
922 goto no_reserve;
923
924 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
925 vmw_shader_key(user_key, shader_type),
926 res, list);
927 vmw_resource_unreference(&res);
928no_reserve:
929 vmw_bo_unreference(&buf);
930out:
931 return ret;
932}
933
934/**
935 * vmw_shader_lookup - Look up a compat shader
936 *
937 * @man: Pointer to the command buffer managed resource manager identifying
938 * the shader namespace.
939 * @user_key: The user space id of the shader.
940 * @shader_type: The shader type.
941 *
942 * Returns a refcounted pointer to a struct vmw_resource if the shader was
943 * found. An error pointer otherwise.
944 */
945struct vmw_resource *
946vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
947 u32 user_key,
948 SVGA3dShaderType shader_type)
949{
950 if (!vmw_shader_id_ok(user_key, shader_type))
951 return ERR_PTR(-EINVAL);
952
953 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
954 vmw_shader_key(user_key, shader_type));
955}
956
957int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
958 struct drm_file *file_priv)
959{
960 struct drm_vmw_shader_create_arg *arg =
961 (struct drm_vmw_shader_create_arg *)data;
962
963 return vmw_shader_define(dev, file_priv, arg->shader_type,
964 arg->buffer_handle,
965 arg->size, arg->offset,
966 0, 0,
967 &arg->shader_handle);
968}