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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 };
901
902 if (!vmw_shader_id_ok(user_key, shader_type))
903 return -EINVAL;
904
905 ret = vmw_bo_create(dev_priv, &bo_params, &buf);
906 if (unlikely(ret != 0))
907 goto out;
908
909 ret = ttm_bo_reserve(&buf->tbo, false, true, NULL);
910 if (unlikely(ret != 0))
911 goto no_reserve;
912
913 /* Map and copy shader bytecode. */
914 ret = ttm_bo_kmap(&buf->tbo, 0, PFN_UP(size), &map);
915 if (unlikely(ret != 0)) {
916 ttm_bo_unreserve(&buf->tbo);
917 goto no_reserve;
918 }
919
920 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
921 WARN_ON(is_iomem);
922
923 ttm_bo_kunmap(&map);
924 ret = ttm_bo_validate(&buf->tbo, &buf->placement, &ctx);
925 WARN_ON(ret != 0);
926 ttm_bo_unreserve(&buf->tbo);
927
928 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
929 if (unlikely(ret != 0))
930 goto no_reserve;
931
932 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
933 vmw_shader_key(user_key, shader_type),
934 res, list);
935 vmw_resource_unreference(&res);
936no_reserve:
937 vmw_bo_unreference(&buf);
938out:
939 return ret;
940}
941
942/**
943 * vmw_shader_lookup - Look up a compat shader
944 *
945 * @man: Pointer to the command buffer managed resource manager identifying
946 * the shader namespace.
947 * @user_key: The user space id of the shader.
948 * @shader_type: The shader type.
949 *
950 * Returns a refcounted pointer to a struct vmw_resource if the shader was
951 * found. An error pointer otherwise.
952 */
953struct vmw_resource *
954vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
955 u32 user_key,
956 SVGA3dShaderType shader_type)
957{
958 if (!vmw_shader_id_ok(user_key, shader_type))
959 return ERR_PTR(-EINVAL);
960
961 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
962 vmw_shader_key(user_key, shader_type));
963}
964
965int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
966 struct drm_file *file_priv)
967{
968 struct drm_vmw_shader_create_arg *arg =
969 (struct drm_vmw_shader_create_arg *)data;
970
971 return vmw_shader_define(dev, file_priv, arg->shader_type,
972 arg->buffer_handle,
973 arg->size, arg->offset,
974 0, 0,
975 &arg->shader_handle);
976}
1/**************************************************************************
2 *
3 * Copyright © 2009-2015 VMware, Inc., Palo Alto, CA., USA
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 * USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include <drm/ttm/ttm_placement.h>
29
30#include "vmwgfx_drv.h"
31#include "vmwgfx_resource_priv.h"
32#include "vmwgfx_binding.h"
33
34struct vmw_shader {
35 struct vmw_resource res;
36 SVGA3dShaderType type;
37 uint32_t size;
38 uint8_t num_input_sig;
39 uint8_t num_output_sig;
40};
41
42struct vmw_user_shader {
43 struct ttm_base_object base;
44 struct vmw_shader shader;
45};
46
47struct vmw_dx_shader {
48 struct vmw_resource res;
49 struct vmw_resource *ctx;
50 struct vmw_resource *cotable;
51 u32 id;
52 bool committed;
53 struct list_head cotable_head;
54};
55
56static uint64_t vmw_user_shader_size;
57static uint64_t vmw_shader_size;
58static size_t vmw_shader_dx_size;
59
60static void vmw_user_shader_free(struct vmw_resource *res);
61static struct vmw_resource *
62vmw_user_shader_base_to_res(struct ttm_base_object *base);
63
64static int vmw_gb_shader_create(struct vmw_resource *res);
65static int vmw_gb_shader_bind(struct vmw_resource *res,
66 struct ttm_validate_buffer *val_buf);
67static int vmw_gb_shader_unbind(struct vmw_resource *res,
68 bool readback,
69 struct ttm_validate_buffer *val_buf);
70static int vmw_gb_shader_destroy(struct vmw_resource *res);
71
72static int vmw_dx_shader_create(struct vmw_resource *res);
73static int vmw_dx_shader_bind(struct vmw_resource *res,
74 struct ttm_validate_buffer *val_buf);
75static int vmw_dx_shader_unbind(struct vmw_resource *res,
76 bool readback,
77 struct ttm_validate_buffer *val_buf);
78static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
79 enum vmw_cmdbuf_res_state state);
80static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
81static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
82static uint64_t vmw_user_shader_size;
83
84static const struct vmw_user_resource_conv user_shader_conv = {
85 .object_type = VMW_RES_SHADER,
86 .base_obj_to_res = vmw_user_shader_base_to_res,
87 .res_free = vmw_user_shader_free
88};
89
90const struct vmw_user_resource_conv *user_shader_converter =
91 &user_shader_conv;
92
93
94static const struct vmw_res_func vmw_gb_shader_func = {
95 .res_type = vmw_res_shader,
96 .needs_backup = true,
97 .may_evict = true,
98 .type_name = "guest backed shaders",
99 .backup_placement = &vmw_mob_placement,
100 .create = vmw_gb_shader_create,
101 .destroy = vmw_gb_shader_destroy,
102 .bind = vmw_gb_shader_bind,
103 .unbind = vmw_gb_shader_unbind
104};
105
106static const struct vmw_res_func vmw_dx_shader_func = {
107 .res_type = vmw_res_shader,
108 .needs_backup = true,
109 .may_evict = false,
110 .type_name = "dx shaders",
111 .backup_placement = &vmw_mob_placement,
112 .create = vmw_dx_shader_create,
113 /*
114 * The destroy callback is only called with a committed resource on
115 * context destroy, in which case we destroy the cotable anyway,
116 * so there's no need to destroy DX shaders separately.
117 */
118 .destroy = NULL,
119 .bind = vmw_dx_shader_bind,
120 .unbind = vmw_dx_shader_unbind,
121 .commit_notify = vmw_dx_shader_commit_notify,
122};
123
124/**
125 * Shader management:
126 */
127
128static inline struct vmw_shader *
129vmw_res_to_shader(struct vmw_resource *res)
130{
131 return container_of(res, struct vmw_shader, res);
132}
133
134/**
135 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
136 * struct vmw_dx_shader
137 *
138 * @res: Pointer to the struct vmw_resource.
139 */
140static inline struct vmw_dx_shader *
141vmw_res_to_dx_shader(struct vmw_resource *res)
142{
143 return container_of(res, struct vmw_dx_shader, res);
144}
145
146static void vmw_hw_shader_destroy(struct vmw_resource *res)
147{
148 if (likely(res->func->destroy))
149 (void) res->func->destroy(res);
150 else
151 res->id = -1;
152}
153
154
155static int vmw_gb_shader_init(struct vmw_private *dev_priv,
156 struct vmw_resource *res,
157 uint32_t size,
158 uint64_t offset,
159 SVGA3dShaderType type,
160 uint8_t num_input_sig,
161 uint8_t num_output_sig,
162 struct vmw_dma_buffer *byte_code,
163 void (*res_free) (struct vmw_resource *res))
164{
165 struct vmw_shader *shader = vmw_res_to_shader(res);
166 int ret;
167
168 ret = vmw_resource_init(dev_priv, res, true, res_free,
169 &vmw_gb_shader_func);
170
171 if (unlikely(ret != 0)) {
172 if (res_free)
173 res_free(res);
174 else
175 kfree(res);
176 return ret;
177 }
178
179 res->backup_size = size;
180 if (byte_code) {
181 res->backup = vmw_dmabuf_reference(byte_code);
182 res->backup_offset = offset;
183 }
184 shader->size = size;
185 shader->type = type;
186 shader->num_input_sig = num_input_sig;
187 shader->num_output_sig = num_output_sig;
188
189 vmw_resource_activate(res, vmw_hw_shader_destroy);
190 return 0;
191}
192
193/*
194 * GB shader code:
195 */
196
197static int vmw_gb_shader_create(struct vmw_resource *res)
198{
199 struct vmw_private *dev_priv = res->dev_priv;
200 struct vmw_shader *shader = vmw_res_to_shader(res);
201 int ret;
202 struct {
203 SVGA3dCmdHeader header;
204 SVGA3dCmdDefineGBShader body;
205 } *cmd;
206
207 if (likely(res->id != -1))
208 return 0;
209
210 ret = vmw_resource_alloc_id(res);
211 if (unlikely(ret != 0)) {
212 DRM_ERROR("Failed to allocate a shader id.\n");
213 goto out_no_id;
214 }
215
216 if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
217 ret = -EBUSY;
218 goto out_no_fifo;
219 }
220
221 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
222 if (unlikely(cmd == NULL)) {
223 DRM_ERROR("Failed reserving FIFO space for shader "
224 "creation.\n");
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_fifo_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->mem.mem_type != VMW_PL_MOB);
256
257 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
258 if (unlikely(cmd == NULL)) {
259 DRM_ERROR("Failed reserving FIFO space for shader "
260 "binding.\n");
261 return -ENOMEM;
262 }
263
264 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
265 cmd->header.size = sizeof(cmd->body);
266 cmd->body.shid = res->id;
267 cmd->body.mobid = bo->mem.start;
268 cmd->body.offsetInBytes = res->backup_offset;
269 res->backup_dirty = false;
270 vmw_fifo_commit(dev_priv, sizeof(*cmd));
271
272 return 0;
273}
274
275static int vmw_gb_shader_unbind(struct vmw_resource *res,
276 bool readback,
277 struct ttm_validate_buffer *val_buf)
278{
279 struct vmw_private *dev_priv = res->dev_priv;
280 struct {
281 SVGA3dCmdHeader header;
282 SVGA3dCmdBindGBShader body;
283 } *cmd;
284 struct vmw_fence_obj *fence;
285
286 BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
287
288 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
289 if (unlikely(cmd == NULL)) {
290 DRM_ERROR("Failed reserving FIFO space for shader "
291 "unbinding.\n");
292 return -ENOMEM;
293 }
294
295 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
296 cmd->header.size = sizeof(cmd->body);
297 cmd->body.shid = res->id;
298 cmd->body.mobid = SVGA3D_INVALID_ID;
299 cmd->body.offsetInBytes = 0;
300 vmw_fifo_commit(dev_priv, sizeof(*cmd));
301
302 /*
303 * Create a fence object and fence the backup buffer.
304 */
305
306 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
307 &fence, NULL);
308
309 vmw_fence_single_bo(val_buf->bo, fence);
310
311 if (likely(fence != NULL))
312 vmw_fence_obj_unreference(&fence);
313
314 return 0;
315}
316
317static int vmw_gb_shader_destroy(struct vmw_resource *res)
318{
319 struct vmw_private *dev_priv = res->dev_priv;
320 struct {
321 SVGA3dCmdHeader header;
322 SVGA3dCmdDestroyGBShader body;
323 } *cmd;
324
325 if (likely(res->id == -1))
326 return 0;
327
328 mutex_lock(&dev_priv->binding_mutex);
329 vmw_binding_res_list_scrub(&res->binding_head);
330
331 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
332 if (unlikely(cmd == NULL)) {
333 DRM_ERROR("Failed reserving FIFO space for shader "
334 "destruction.\n");
335 mutex_unlock(&dev_priv->binding_mutex);
336 return -ENOMEM;
337 }
338
339 cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
340 cmd->header.size = sizeof(cmd->body);
341 cmd->body.shid = res->id;
342 vmw_fifo_commit(dev_priv, sizeof(*cmd));
343 mutex_unlock(&dev_priv->binding_mutex);
344 vmw_resource_release_id(res);
345 vmw_fifo_resource_dec(dev_priv);
346
347 return 0;
348}
349
350/*
351 * DX shader code:
352 */
353
354/**
355 * vmw_dx_shader_commit_notify - Notify that a shader operation has been
356 * committed to hardware from a user-supplied command stream.
357 *
358 * @res: Pointer to the shader resource.
359 * @state: Indicating whether a creation or removal has been committed.
360 *
361 */
362static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
363 enum vmw_cmdbuf_res_state state)
364{
365 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
366 struct vmw_private *dev_priv = res->dev_priv;
367
368 if (state == VMW_CMDBUF_RES_ADD) {
369 mutex_lock(&dev_priv->binding_mutex);
370 vmw_cotable_add_resource(shader->cotable,
371 &shader->cotable_head);
372 shader->committed = true;
373 res->id = shader->id;
374 mutex_unlock(&dev_priv->binding_mutex);
375 } else {
376 mutex_lock(&dev_priv->binding_mutex);
377 list_del_init(&shader->cotable_head);
378 shader->committed = false;
379 res->id = -1;
380 mutex_unlock(&dev_priv->binding_mutex);
381 }
382}
383
384/**
385 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
386 *
387 * @res: The shader resource
388 *
389 * This function reverts a scrub operation.
390 */
391static int vmw_dx_shader_unscrub(struct vmw_resource *res)
392{
393 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
394 struct vmw_private *dev_priv = res->dev_priv;
395 struct {
396 SVGA3dCmdHeader header;
397 SVGA3dCmdDXBindShader body;
398 } *cmd;
399
400 if (!list_empty(&shader->cotable_head) || !shader->committed)
401 return 0;
402
403 cmd = vmw_fifo_reserve_dx(dev_priv, sizeof(*cmd),
404 shader->ctx->id);
405 if (unlikely(cmd == NULL)) {
406 DRM_ERROR("Failed reserving FIFO space for shader "
407 "scrubbing.\n");
408 return -ENOMEM;
409 }
410
411 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
412 cmd->header.size = sizeof(cmd->body);
413 cmd->body.cid = shader->ctx->id;
414 cmd->body.shid = shader->id;
415 cmd->body.mobid = res->backup->base.mem.start;
416 cmd->body.offsetInBytes = res->backup_offset;
417 vmw_fifo_commit(dev_priv, sizeof(*cmd));
418
419 vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
420
421 return 0;
422}
423
424/**
425 * vmw_dx_shader_create - The DX shader create callback
426 *
427 * @res: The DX shader resource
428 *
429 * The create callback is called as part of resource validation and
430 * makes sure that we unscrub the shader if it's previously been scrubbed.
431 */
432static int vmw_dx_shader_create(struct vmw_resource *res)
433{
434 struct vmw_private *dev_priv = res->dev_priv;
435 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
436 int ret = 0;
437
438 WARN_ON_ONCE(!shader->committed);
439
440 if (!list_empty(&res->mob_head)) {
441 mutex_lock(&dev_priv->binding_mutex);
442 ret = vmw_dx_shader_unscrub(res);
443 mutex_unlock(&dev_priv->binding_mutex);
444 }
445
446 res->id = shader->id;
447 return ret;
448}
449
450/**
451 * vmw_dx_shader_bind - The DX shader bind callback
452 *
453 * @res: The DX shader resource
454 * @val_buf: Pointer to the validate buffer.
455 *
456 */
457static int vmw_dx_shader_bind(struct vmw_resource *res,
458 struct ttm_validate_buffer *val_buf)
459{
460 struct vmw_private *dev_priv = res->dev_priv;
461 struct ttm_buffer_object *bo = val_buf->bo;
462
463 BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
464 mutex_lock(&dev_priv->binding_mutex);
465 vmw_dx_shader_unscrub(res);
466 mutex_unlock(&dev_priv->binding_mutex);
467
468 return 0;
469}
470
471/**
472 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
473 *
474 * @res: The shader resource
475 *
476 * This function unbinds a MOB from the DX shader without requiring the
477 * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
478 * However, once the driver eventually decides to unbind the MOB, it doesn't
479 * need to access the context.
480 */
481static int vmw_dx_shader_scrub(struct vmw_resource *res)
482{
483 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
484 struct vmw_private *dev_priv = res->dev_priv;
485 struct {
486 SVGA3dCmdHeader header;
487 SVGA3dCmdDXBindShader body;
488 } *cmd;
489
490 if (list_empty(&shader->cotable_head))
491 return 0;
492
493 WARN_ON_ONCE(!shader->committed);
494 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
495 if (unlikely(cmd == NULL)) {
496 DRM_ERROR("Failed reserving FIFO space for shader "
497 "scrubbing.\n");
498 return -ENOMEM;
499 }
500
501 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
502 cmd->header.size = sizeof(cmd->body);
503 cmd->body.cid = shader->ctx->id;
504 cmd->body.shid = res->id;
505 cmd->body.mobid = SVGA3D_INVALID_ID;
506 cmd->body.offsetInBytes = 0;
507 vmw_fifo_commit(dev_priv, sizeof(*cmd));
508 res->id = -1;
509 list_del_init(&shader->cotable_head);
510
511 return 0;
512}
513
514/**
515 * vmw_dx_shader_unbind - The dx shader unbind callback.
516 *
517 * @res: The shader resource
518 * @readback: Whether this is a readback unbind. Currently unused.
519 * @val_buf: MOB buffer information.
520 */
521static int vmw_dx_shader_unbind(struct vmw_resource *res,
522 bool readback,
523 struct ttm_validate_buffer *val_buf)
524{
525 struct vmw_private *dev_priv = res->dev_priv;
526 struct vmw_fence_obj *fence;
527 int ret;
528
529 BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
530
531 mutex_lock(&dev_priv->binding_mutex);
532 ret = vmw_dx_shader_scrub(res);
533 mutex_unlock(&dev_priv->binding_mutex);
534
535 if (ret)
536 return ret;
537
538 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
539 &fence, NULL);
540 vmw_fence_single_bo(val_buf->bo, fence);
541
542 if (likely(fence != NULL))
543 vmw_fence_obj_unreference(&fence);
544
545 return 0;
546}
547
548/**
549 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
550 * DX shaders.
551 *
552 * @dev_priv: Pointer to device private structure.
553 * @list: The list of cotable resources.
554 * @readback: Whether the call was part of a readback unbind.
555 *
556 * Scrubs all shader MOBs so that any subsequent shader unbind or shader
557 * destroy operation won't need to swap in the context.
558 */
559void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
560 struct list_head *list,
561 bool readback)
562{
563 struct vmw_dx_shader *entry, *next;
564
565 WARN_ON_ONCE(!mutex_is_locked(&dev_priv->binding_mutex));
566
567 list_for_each_entry_safe(entry, next, list, cotable_head) {
568 WARN_ON(vmw_dx_shader_scrub(&entry->res));
569 if (!readback)
570 entry->committed = false;
571 }
572}
573
574/**
575 * vmw_dx_shader_res_free - The DX shader free callback
576 *
577 * @res: The shader resource
578 *
579 * Frees the DX shader resource and updates memory accounting.
580 */
581static void vmw_dx_shader_res_free(struct vmw_resource *res)
582{
583 struct vmw_private *dev_priv = res->dev_priv;
584 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
585
586 vmw_resource_unreference(&shader->cotable);
587 kfree(shader);
588 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
589}
590
591/**
592 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
593 * resource.
594 *
595 * @man: The command buffer resource manager.
596 * @ctx: Pointer to the context resource.
597 * @user_key: The id used for this shader.
598 * @shader_type: The shader type.
599 * @list: The list of staged command buffer managed resources.
600 */
601int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
602 struct vmw_resource *ctx,
603 u32 user_key,
604 SVGA3dShaderType shader_type,
605 struct list_head *list)
606{
607 struct vmw_dx_shader *shader;
608 struct vmw_resource *res;
609 struct vmw_private *dev_priv = ctx->dev_priv;
610 struct ttm_operation_ctx ttm_opt_ctx = {
611 .interruptible = true,
612 .no_wait_gpu = false
613 };
614 int ret;
615
616 if (!vmw_shader_dx_size)
617 vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
618
619 if (!vmw_shader_id_ok(user_key, shader_type))
620 return -EINVAL;
621
622 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
623 &ttm_opt_ctx);
624 if (ret) {
625 if (ret != -ERESTARTSYS)
626 DRM_ERROR("Out of graphics memory for shader "
627 "creation.\n");
628 return ret;
629 }
630
631 shader = kmalloc(sizeof(*shader), GFP_KERNEL);
632 if (!shader) {
633 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
634 return -ENOMEM;
635 }
636
637 res = &shader->res;
638 shader->ctx = ctx;
639 shader->cotable = vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER);
640 shader->id = user_key;
641 shader->committed = false;
642 INIT_LIST_HEAD(&shader->cotable_head);
643 ret = vmw_resource_init(dev_priv, res, true,
644 vmw_dx_shader_res_free, &vmw_dx_shader_func);
645 if (ret)
646 goto out_resource_init;
647
648 /*
649 * The user_key name-space is not per shader type for DX shaders,
650 * so when hashing, use a single zero shader type.
651 */
652 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
653 vmw_shader_key(user_key, 0),
654 res, list);
655 if (ret)
656 goto out_resource_init;
657
658 res->id = shader->id;
659 vmw_resource_activate(res, vmw_hw_shader_destroy);
660
661out_resource_init:
662 vmw_resource_unreference(&res);
663
664 return ret;
665}
666
667
668
669/**
670 * User-space shader management:
671 */
672
673static struct vmw_resource *
674vmw_user_shader_base_to_res(struct ttm_base_object *base)
675{
676 return &(container_of(base, struct vmw_user_shader, base)->
677 shader.res);
678}
679
680static void vmw_user_shader_free(struct vmw_resource *res)
681{
682 struct vmw_user_shader *ushader =
683 container_of(res, struct vmw_user_shader, shader.res);
684 struct vmw_private *dev_priv = res->dev_priv;
685
686 ttm_base_object_kfree(ushader, base);
687 ttm_mem_global_free(vmw_mem_glob(dev_priv),
688 vmw_user_shader_size);
689}
690
691static void vmw_shader_free(struct vmw_resource *res)
692{
693 struct vmw_shader *shader = vmw_res_to_shader(res);
694 struct vmw_private *dev_priv = res->dev_priv;
695
696 kfree(shader);
697 ttm_mem_global_free(vmw_mem_glob(dev_priv),
698 vmw_shader_size);
699}
700
701/**
702 * This function is called when user space has no more references on the
703 * base object. It releases the base-object's reference on the resource object.
704 */
705
706static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
707{
708 struct ttm_base_object *base = *p_base;
709 struct vmw_resource *res = vmw_user_shader_base_to_res(base);
710
711 *p_base = NULL;
712 vmw_resource_unreference(&res);
713}
714
715int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
716 struct drm_file *file_priv)
717{
718 struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
719 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
720
721 return ttm_ref_object_base_unref(tfile, arg->handle,
722 TTM_REF_USAGE);
723}
724
725static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
726 struct vmw_dma_buffer *buffer,
727 size_t shader_size,
728 size_t offset,
729 SVGA3dShaderType shader_type,
730 uint8_t num_input_sig,
731 uint8_t num_output_sig,
732 struct ttm_object_file *tfile,
733 u32 *handle)
734{
735 struct vmw_user_shader *ushader;
736 struct vmw_resource *res, *tmp;
737 struct ttm_operation_ctx ctx = {
738 .interruptible = true,
739 .no_wait_gpu = false
740 };
741 int ret;
742
743 /*
744 * Approximate idr memory usage with 128 bytes. It will be limited
745 * by maximum number_of shaders anyway.
746 */
747 if (unlikely(vmw_user_shader_size == 0))
748 vmw_user_shader_size =
749 ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
750
751 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
752 vmw_user_shader_size,
753 &ctx);
754 if (unlikely(ret != 0)) {
755 if (ret != -ERESTARTSYS)
756 DRM_ERROR("Out of graphics memory for shader "
757 "creation.\n");
758 goto out;
759 }
760
761 ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
762 if (unlikely(!ushader)) {
763 ttm_mem_global_free(vmw_mem_glob(dev_priv),
764 vmw_user_shader_size);
765 ret = -ENOMEM;
766 goto out;
767 }
768
769 res = &ushader->shader.res;
770 ushader->base.shareable = false;
771 ushader->base.tfile = NULL;
772
773 /*
774 * From here on, the destructor takes over resource freeing.
775 */
776
777 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
778 offset, shader_type, num_input_sig,
779 num_output_sig, buffer,
780 vmw_user_shader_free);
781 if (unlikely(ret != 0))
782 goto out;
783
784 tmp = vmw_resource_reference(res);
785 ret = ttm_base_object_init(tfile, &ushader->base, false,
786 VMW_RES_SHADER,
787 &vmw_user_shader_base_release, NULL);
788
789 if (unlikely(ret != 0)) {
790 vmw_resource_unreference(&tmp);
791 goto out_err;
792 }
793
794 if (handle)
795 *handle = ushader->base.hash.key;
796out_err:
797 vmw_resource_unreference(&res);
798out:
799 return ret;
800}
801
802
803static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
804 struct vmw_dma_buffer *buffer,
805 size_t shader_size,
806 size_t offset,
807 SVGA3dShaderType shader_type)
808{
809 struct vmw_shader *shader;
810 struct vmw_resource *res;
811 struct ttm_operation_ctx ctx = {
812 .interruptible = true,
813 .no_wait_gpu = false
814 };
815 int ret;
816
817 /*
818 * Approximate idr memory usage with 128 bytes. It will be limited
819 * by maximum number_of shaders anyway.
820 */
821 if (unlikely(vmw_shader_size == 0))
822 vmw_shader_size =
823 ttm_round_pot(sizeof(struct vmw_shader)) + 128;
824
825 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
826 vmw_shader_size,
827 &ctx);
828 if (unlikely(ret != 0)) {
829 if (ret != -ERESTARTSYS)
830 DRM_ERROR("Out of graphics memory for shader "
831 "creation.\n");
832 goto out_err;
833 }
834
835 shader = kzalloc(sizeof(*shader), GFP_KERNEL);
836 if (unlikely(!shader)) {
837 ttm_mem_global_free(vmw_mem_glob(dev_priv),
838 vmw_shader_size);
839 ret = -ENOMEM;
840 goto out_err;
841 }
842
843 res = &shader->res;
844
845 /*
846 * From here on, the destructor takes over resource freeing.
847 */
848 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
849 offset, shader_type, 0, 0, buffer,
850 vmw_shader_free);
851
852out_err:
853 return ret ? ERR_PTR(ret) : res;
854}
855
856
857static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
858 enum drm_vmw_shader_type shader_type_drm,
859 u32 buffer_handle, size_t size, size_t offset,
860 uint8_t num_input_sig, uint8_t num_output_sig,
861 uint32_t *shader_handle)
862{
863 struct vmw_private *dev_priv = vmw_priv(dev);
864 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
865 struct vmw_dma_buffer *buffer = NULL;
866 SVGA3dShaderType shader_type;
867 int ret;
868
869 if (buffer_handle != SVGA3D_INVALID_ID) {
870 ret = vmw_user_dmabuf_lookup(tfile, buffer_handle,
871 &buffer, NULL);
872 if (unlikely(ret != 0)) {
873 DRM_ERROR("Could not find buffer for shader "
874 "creation.\n");
875 return ret;
876 }
877
878 if ((u64)buffer->base.num_pages * PAGE_SIZE <
879 (u64)size + (u64)offset) {
880 DRM_ERROR("Illegal buffer- or shader size.\n");
881 ret = -EINVAL;
882 goto out_bad_arg;
883 }
884 }
885
886 switch (shader_type_drm) {
887 case drm_vmw_shader_type_vs:
888 shader_type = SVGA3D_SHADERTYPE_VS;
889 break;
890 case drm_vmw_shader_type_ps:
891 shader_type = SVGA3D_SHADERTYPE_PS;
892 break;
893 default:
894 DRM_ERROR("Illegal shader type.\n");
895 ret = -EINVAL;
896 goto out_bad_arg;
897 }
898
899 ret = ttm_read_lock(&dev_priv->reservation_sem, true);
900 if (unlikely(ret != 0))
901 goto out_bad_arg;
902
903 ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
904 shader_type, num_input_sig,
905 num_output_sig, tfile, shader_handle);
906
907 ttm_read_unlock(&dev_priv->reservation_sem);
908out_bad_arg:
909 vmw_dmabuf_unreference(&buffer);
910 return ret;
911}
912
913/**
914 * vmw_shader_id_ok - Check whether a compat shader user key and
915 * shader type are within valid bounds.
916 *
917 * @user_key: User space id of the shader.
918 * @shader_type: Shader type.
919 *
920 * Returns true if valid false if not.
921 */
922static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
923{
924 return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
925}
926
927/**
928 * vmw_shader_key - Compute a hash key suitable for a compat shader.
929 *
930 * @user_key: User space id of the shader.
931 * @shader_type: Shader type.
932 *
933 * Returns a hash key suitable for a command buffer managed resource
934 * manager hash table.
935 */
936static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
937{
938 return user_key | (shader_type << 20);
939}
940
941/**
942 * vmw_shader_remove - Stage a compat shader for removal.
943 *
944 * @man: Pointer to the compat shader manager identifying the shader namespace.
945 * @user_key: The key that is used to identify the shader. The key is
946 * unique to the shader type.
947 * @shader_type: Shader type.
948 * @list: Caller's list of staged command buffer resource actions.
949 */
950int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
951 u32 user_key, SVGA3dShaderType shader_type,
952 struct list_head *list)
953{
954 struct vmw_resource *dummy;
955
956 if (!vmw_shader_id_ok(user_key, shader_type))
957 return -EINVAL;
958
959 return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
960 vmw_shader_key(user_key, shader_type),
961 list, &dummy);
962}
963
964/**
965 * vmw_compat_shader_add - Create a compat shader and stage it for addition
966 * as a command buffer managed resource.
967 *
968 * @man: Pointer to the compat shader manager identifying the shader namespace.
969 * @user_key: The key that is used to identify the shader. The key is
970 * unique to the shader type.
971 * @bytecode: Pointer to the bytecode of the shader.
972 * @shader_type: Shader type.
973 * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
974 * to be created with.
975 * @list: Caller's list of staged command buffer resource actions.
976 *
977 */
978int vmw_compat_shader_add(struct vmw_private *dev_priv,
979 struct vmw_cmdbuf_res_manager *man,
980 u32 user_key, const void *bytecode,
981 SVGA3dShaderType shader_type,
982 size_t size,
983 struct list_head *list)
984{
985 struct ttm_operation_ctx ctx = { false, true };
986 struct vmw_dma_buffer *buf;
987 struct ttm_bo_kmap_obj map;
988 bool is_iomem;
989 int ret;
990 struct vmw_resource *res;
991
992 if (!vmw_shader_id_ok(user_key, shader_type))
993 return -EINVAL;
994
995 /* Allocate and pin a DMA buffer */
996 buf = kzalloc(sizeof(*buf), GFP_KERNEL);
997 if (unlikely(!buf))
998 return -ENOMEM;
999
1000 ret = vmw_dmabuf_init(dev_priv, buf, size, &vmw_sys_ne_placement,
1001 true, vmw_dmabuf_bo_free);
1002 if (unlikely(ret != 0))
1003 goto out;
1004
1005 ret = ttm_bo_reserve(&buf->base, false, true, NULL);
1006 if (unlikely(ret != 0))
1007 goto no_reserve;
1008
1009 /* Map and copy shader bytecode. */
1010 ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
1011 &map);
1012 if (unlikely(ret != 0)) {
1013 ttm_bo_unreserve(&buf->base);
1014 goto no_reserve;
1015 }
1016
1017 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
1018 WARN_ON(is_iomem);
1019
1020 ttm_bo_kunmap(&map);
1021 ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
1022 WARN_ON(ret != 0);
1023 ttm_bo_unreserve(&buf->base);
1024
1025 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1026 if (unlikely(ret != 0))
1027 goto no_reserve;
1028
1029 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1030 vmw_shader_key(user_key, shader_type),
1031 res, list);
1032 vmw_resource_unreference(&res);
1033no_reserve:
1034 vmw_dmabuf_unreference(&buf);
1035out:
1036 return ret;
1037}
1038
1039/**
1040 * vmw_shader_lookup - Look up a compat shader
1041 *
1042 * @man: Pointer to the command buffer managed resource manager identifying
1043 * the shader namespace.
1044 * @user_key: The user space id of the shader.
1045 * @shader_type: The shader type.
1046 *
1047 * Returns a refcounted pointer to a struct vmw_resource if the shader was
1048 * found. An error pointer otherwise.
1049 */
1050struct vmw_resource *
1051vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1052 u32 user_key,
1053 SVGA3dShaderType shader_type)
1054{
1055 if (!vmw_shader_id_ok(user_key, shader_type))
1056 return ERR_PTR(-EINVAL);
1057
1058 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1059 vmw_shader_key(user_key, shader_type));
1060}
1061
1062int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1063 struct drm_file *file_priv)
1064{
1065 struct drm_vmw_shader_create_arg *arg =
1066 (struct drm_vmw_shader_create_arg *)data;
1067
1068 return vmw_shader_define(dev, file_priv, arg->shader_type,
1069 arg->buffer_handle,
1070 arg->size, arg->offset,
1071 0, 0,
1072 &arg->shader_handle);
1073}