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- /**************************************************************************
- *
- * Copyright © 2009-2015 VMware, Inc., Palo Alto, CA., USA
- * All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the
- * "Software"), to deal in the Software without restriction, including
- * without limitation the rights to use, copy, modify, merge, publish,
- * distribute, sub license, and/or sell copies of the Software, and to
- * permit persons to whom the Software is furnished to do so, subject to
- * the following conditions:
- *
- * The above copyright notice and this permission notice (including the
- * next paragraph) shall be included in all copies or substantial portions
- * of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
- * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
- * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
- * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
- * USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
- **************************************************************************/
- #include "vmwgfx_drv.h"
- #include "vmwgfx_resource_priv.h"
- #include "vmwgfx_binding.h"
- #include "ttm/ttm_placement.h"
- struct vmw_shader {
- struct vmw_resource res;
- SVGA3dShaderType type;
- uint32_t size;
- uint8_t num_input_sig;
- uint8_t num_output_sig;
- };
- struct vmw_user_shader {
- struct ttm_base_object base;
- struct vmw_shader shader;
- };
- struct vmw_dx_shader {
- struct vmw_resource res;
- struct vmw_resource *ctx;
- struct vmw_resource *cotable;
- u32 id;
- bool committed;
- struct list_head cotable_head;
- };
- static uint64_t vmw_user_shader_size;
- static uint64_t vmw_shader_size;
- static size_t vmw_shader_dx_size;
- static void vmw_user_shader_free(struct vmw_resource *res);
- static struct vmw_resource *
- vmw_user_shader_base_to_res(struct ttm_base_object *base);
- static int vmw_gb_shader_create(struct vmw_resource *res);
- static int vmw_gb_shader_bind(struct vmw_resource *res,
- struct ttm_validate_buffer *val_buf);
- static int vmw_gb_shader_unbind(struct vmw_resource *res,
- bool readback,
- struct ttm_validate_buffer *val_buf);
- static int vmw_gb_shader_destroy(struct vmw_resource *res);
- static int vmw_dx_shader_create(struct vmw_resource *res);
- static int vmw_dx_shader_bind(struct vmw_resource *res,
- struct ttm_validate_buffer *val_buf);
- static int vmw_dx_shader_unbind(struct vmw_resource *res,
- bool readback,
- struct ttm_validate_buffer *val_buf);
- static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
- enum vmw_cmdbuf_res_state state);
- static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
- static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
- static uint64_t vmw_user_shader_size;
- static const struct vmw_user_resource_conv user_shader_conv = {
- .object_type = VMW_RES_SHADER,
- .base_obj_to_res = vmw_user_shader_base_to_res,
- .res_free = vmw_user_shader_free
- };
- const struct vmw_user_resource_conv *user_shader_converter =
- &user_shader_conv;
- static const struct vmw_res_func vmw_gb_shader_func = {
- .res_type = vmw_res_shader,
- .needs_backup = true,
- .may_evict = true,
- .type_name = "guest backed shaders",
- .backup_placement = &vmw_mob_placement,
- .create = vmw_gb_shader_create,
- .destroy = vmw_gb_shader_destroy,
- .bind = vmw_gb_shader_bind,
- .unbind = vmw_gb_shader_unbind
- };
- static const struct vmw_res_func vmw_dx_shader_func = {
- .res_type = vmw_res_shader,
- .needs_backup = true,
- .may_evict = false,
- .type_name = "dx shaders",
- .backup_placement = &vmw_mob_placement,
- .create = vmw_dx_shader_create,
- /*
- * The destroy callback is only called with a committed resource on
- * context destroy, in which case we destroy the cotable anyway,
- * so there's no need to destroy DX shaders separately.
- */
- .destroy = NULL,
- .bind = vmw_dx_shader_bind,
- .unbind = vmw_dx_shader_unbind,
- .commit_notify = vmw_dx_shader_commit_notify,
- };
- /**
- * Shader management:
- */
- static inline struct vmw_shader *
- vmw_res_to_shader(struct vmw_resource *res)
- {
- return container_of(res, struct vmw_shader, res);
- }
- /**
- * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
- * struct vmw_dx_shader
- *
- * @res: Pointer to the struct vmw_resource.
- */
- static inline struct vmw_dx_shader *
- vmw_res_to_dx_shader(struct vmw_resource *res)
- {
- return container_of(res, struct vmw_dx_shader, res);
- }
- static void vmw_hw_shader_destroy(struct vmw_resource *res)
- {
- if (likely(res->func->destroy))
- (void) res->func->destroy(res);
- else
- res->id = -1;
- }
- static int vmw_gb_shader_init(struct vmw_private *dev_priv,
- struct vmw_resource *res,
- uint32_t size,
- uint64_t offset,
- SVGA3dShaderType type,
- uint8_t num_input_sig,
- uint8_t num_output_sig,
- struct vmw_dma_buffer *byte_code,
- void (*res_free) (struct vmw_resource *res))
- {
- struct vmw_shader *shader = vmw_res_to_shader(res);
- int ret;
- ret = vmw_resource_init(dev_priv, res, true, res_free,
- &vmw_gb_shader_func);
- if (unlikely(ret != 0)) {
- if (res_free)
- res_free(res);
- else
- kfree(res);
- return ret;
- }
- res->backup_size = size;
- if (byte_code) {
- res->backup = vmw_dmabuf_reference(byte_code);
- res->backup_offset = offset;
- }
- shader->size = size;
- shader->type = type;
- shader->num_input_sig = num_input_sig;
- shader->num_output_sig = num_output_sig;
- vmw_resource_activate(res, vmw_hw_shader_destroy);
- return 0;
- }
- /*
- * GB shader code:
- */
- static int vmw_gb_shader_create(struct vmw_resource *res)
- {
- struct vmw_private *dev_priv = res->dev_priv;
- struct vmw_shader *shader = vmw_res_to_shader(res);
- int ret;
- struct {
- SVGA3dCmdHeader header;
- SVGA3dCmdDefineGBShader body;
- } *cmd;
- if (likely(res->id != -1))
- return 0;
- ret = vmw_resource_alloc_id(res);
- if (unlikely(ret != 0)) {
- DRM_ERROR("Failed to allocate a shader id.\n");
- goto out_no_id;
- }
- if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
- ret = -EBUSY;
- goto out_no_fifo;
- }
- cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
- if (unlikely(cmd == NULL)) {
- DRM_ERROR("Failed reserving FIFO space for shader "
- "creation.\n");
- ret = -ENOMEM;
- goto out_no_fifo;
- }
- cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
- cmd->header.size = sizeof(cmd->body);
- cmd->body.shid = res->id;
- cmd->body.type = shader->type;
- cmd->body.sizeInBytes = shader->size;
- vmw_fifo_commit(dev_priv, sizeof(*cmd));
- vmw_fifo_resource_inc(dev_priv);
- return 0;
- out_no_fifo:
- vmw_resource_release_id(res);
- out_no_id:
- return ret;
- }
- static int vmw_gb_shader_bind(struct vmw_resource *res,
- struct ttm_validate_buffer *val_buf)
- {
- struct vmw_private *dev_priv = res->dev_priv;
- struct {
- SVGA3dCmdHeader header;
- SVGA3dCmdBindGBShader body;
- } *cmd;
- struct ttm_buffer_object *bo = val_buf->bo;
- BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
- cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
- if (unlikely(cmd == NULL)) {
- DRM_ERROR("Failed reserving FIFO space for shader "
- "binding.\n");
- return -ENOMEM;
- }
- cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
- cmd->header.size = sizeof(cmd->body);
- cmd->body.shid = res->id;
- cmd->body.mobid = bo->mem.start;
- cmd->body.offsetInBytes = res->backup_offset;
- res->backup_dirty = false;
- vmw_fifo_commit(dev_priv, sizeof(*cmd));
- return 0;
- }
- static int vmw_gb_shader_unbind(struct vmw_resource *res,
- bool readback,
- struct ttm_validate_buffer *val_buf)
- {
- struct vmw_private *dev_priv = res->dev_priv;
- struct {
- SVGA3dCmdHeader header;
- SVGA3dCmdBindGBShader body;
- } *cmd;
- struct vmw_fence_obj *fence;
- BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
- cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
- if (unlikely(cmd == NULL)) {
- DRM_ERROR("Failed reserving FIFO space for shader "
- "unbinding.\n");
- return -ENOMEM;
- }
- cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
- cmd->header.size = sizeof(cmd->body);
- cmd->body.shid = res->id;
- cmd->body.mobid = SVGA3D_INVALID_ID;
- cmd->body.offsetInBytes = 0;
- vmw_fifo_commit(dev_priv, sizeof(*cmd));
- /*
- * Create a fence object and fence the backup buffer.
- */
- (void) vmw_execbuf_fence_commands(NULL, dev_priv,
- &fence, NULL);
- vmw_fence_single_bo(val_buf->bo, fence);
- if (likely(fence != NULL))
- vmw_fence_obj_unreference(&fence);
- return 0;
- }
- static int vmw_gb_shader_destroy(struct vmw_resource *res)
- {
- struct vmw_private *dev_priv = res->dev_priv;
- struct {
- SVGA3dCmdHeader header;
- SVGA3dCmdDestroyGBShader body;
- } *cmd;
- if (likely(res->id == -1))
- return 0;
- mutex_lock(&dev_priv->binding_mutex);
- vmw_binding_res_list_scrub(&res->binding_head);
- cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
- if (unlikely(cmd == NULL)) {
- DRM_ERROR("Failed reserving FIFO space for shader "
- "destruction.\n");
- mutex_unlock(&dev_priv->binding_mutex);
- return -ENOMEM;
- }
- cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
- cmd->header.size = sizeof(cmd->body);
- cmd->body.shid = res->id;
- vmw_fifo_commit(dev_priv, sizeof(*cmd));
- mutex_unlock(&dev_priv->binding_mutex);
- vmw_resource_release_id(res);
- vmw_fifo_resource_dec(dev_priv);
- return 0;
- }
- /*
- * DX shader code:
- */
- /**
- * vmw_dx_shader_commit_notify - Notify that a shader operation has been
- * committed to hardware from a user-supplied command stream.
- *
- * @res: Pointer to the shader resource.
- * @state: Indicating whether a creation or removal has been committed.
- *
- */
- static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
- enum vmw_cmdbuf_res_state state)
- {
- struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
- struct vmw_private *dev_priv = res->dev_priv;
- if (state == VMW_CMDBUF_RES_ADD) {
- mutex_lock(&dev_priv->binding_mutex);
- vmw_cotable_add_resource(shader->cotable,
- &shader->cotable_head);
- shader->committed = true;
- res->id = shader->id;
- mutex_unlock(&dev_priv->binding_mutex);
- } else {
- mutex_lock(&dev_priv->binding_mutex);
- list_del_init(&shader->cotable_head);
- shader->committed = false;
- res->id = -1;
- mutex_unlock(&dev_priv->binding_mutex);
- }
- }
- /**
- * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
- *
- * @res: The shader resource
- *
- * This function reverts a scrub operation.
- */
- static int vmw_dx_shader_unscrub(struct vmw_resource *res)
- {
- struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
- struct vmw_private *dev_priv = res->dev_priv;
- struct {
- SVGA3dCmdHeader header;
- SVGA3dCmdDXBindShader body;
- } *cmd;
- if (!list_empty(&shader->cotable_head) || !shader->committed)
- return 0;
- cmd = vmw_fifo_reserve_dx(dev_priv, sizeof(*cmd),
- shader->ctx->id);
- if (unlikely(cmd == NULL)) {
- DRM_ERROR("Failed reserving FIFO space for shader "
- "scrubbing.\n");
- return -ENOMEM;
- }
- cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
- cmd->header.size = sizeof(cmd->body);
- cmd->body.cid = shader->ctx->id;
- cmd->body.shid = shader->id;
- cmd->body.mobid = res->backup->base.mem.start;
- cmd->body.offsetInBytes = res->backup_offset;
- vmw_fifo_commit(dev_priv, sizeof(*cmd));
- vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
- return 0;
- }
- /**
- * vmw_dx_shader_create - The DX shader create callback
- *
- * @res: The DX shader resource
- *
- * The create callback is called as part of resource validation and
- * makes sure that we unscrub the shader if it's previously been scrubbed.
- */
- static int vmw_dx_shader_create(struct vmw_resource *res)
- {
- struct vmw_private *dev_priv = res->dev_priv;
- struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
- int ret = 0;
- WARN_ON_ONCE(!shader->committed);
- if (!list_empty(&res->mob_head)) {
- mutex_lock(&dev_priv->binding_mutex);
- ret = vmw_dx_shader_unscrub(res);
- mutex_unlock(&dev_priv->binding_mutex);
- }
- res->id = shader->id;
- return ret;
- }
- /**
- * vmw_dx_shader_bind - The DX shader bind callback
- *
- * @res: The DX shader resource
- * @val_buf: Pointer to the validate buffer.
- *
- */
- static int vmw_dx_shader_bind(struct vmw_resource *res,
- struct ttm_validate_buffer *val_buf)
- {
- struct vmw_private *dev_priv = res->dev_priv;
- struct ttm_buffer_object *bo = val_buf->bo;
- BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
- mutex_lock(&dev_priv->binding_mutex);
- vmw_dx_shader_unscrub(res);
- mutex_unlock(&dev_priv->binding_mutex);
- return 0;
- }
- /**
- * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
- *
- * @res: The shader resource
- *
- * This function unbinds a MOB from the DX shader without requiring the
- * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
- * However, once the driver eventually decides to unbind the MOB, it doesn't
- * need to access the context.
- */
- static int vmw_dx_shader_scrub(struct vmw_resource *res)
- {
- struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
- struct vmw_private *dev_priv = res->dev_priv;
- struct {
- SVGA3dCmdHeader header;
- SVGA3dCmdDXBindShader body;
- } *cmd;
- if (list_empty(&shader->cotable_head))
- return 0;
- WARN_ON_ONCE(!shader->committed);
- cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
- if (unlikely(cmd == NULL)) {
- DRM_ERROR("Failed reserving FIFO space for shader "
- "scrubbing.\n");
- return -ENOMEM;
- }
- cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
- cmd->header.size = sizeof(cmd->body);
- cmd->body.cid = shader->ctx->id;
- cmd->body.shid = res->id;
- cmd->body.mobid = SVGA3D_INVALID_ID;
- cmd->body.offsetInBytes = 0;
- vmw_fifo_commit(dev_priv, sizeof(*cmd));
- res->id = -1;
- list_del_init(&shader->cotable_head);
- return 0;
- }
- /**
- * vmw_dx_shader_unbind - The dx shader unbind callback.
- *
- * @res: The shader resource
- * @readback: Whether this is a readback unbind. Currently unused.
- * @val_buf: MOB buffer information.
- */
- static int vmw_dx_shader_unbind(struct vmw_resource *res,
- bool readback,
- struct ttm_validate_buffer *val_buf)
- {
- struct vmw_private *dev_priv = res->dev_priv;
- struct vmw_fence_obj *fence;
- int ret;
- BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
- mutex_lock(&dev_priv->binding_mutex);
- ret = vmw_dx_shader_scrub(res);
- mutex_unlock(&dev_priv->binding_mutex);
- if (ret)
- return ret;
- (void) vmw_execbuf_fence_commands(NULL, dev_priv,
- &fence, NULL);
- vmw_fence_single_bo(val_buf->bo, fence);
- if (likely(fence != NULL))
- vmw_fence_obj_unreference(&fence);
- return 0;
- }
- /**
- * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
- * DX shaders.
- *
- * @dev_priv: Pointer to device private structure.
- * @list: The list of cotable resources.
- * @readback: Whether the call was part of a readback unbind.
- *
- * Scrubs all shader MOBs so that any subsequent shader unbind or shader
- * destroy operation won't need to swap in the context.
- */
- void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
- struct list_head *list,
- bool readback)
- {
- struct vmw_dx_shader *entry, *next;
- WARN_ON_ONCE(!mutex_is_locked(&dev_priv->binding_mutex));
- list_for_each_entry_safe(entry, next, list, cotable_head) {
- WARN_ON(vmw_dx_shader_scrub(&entry->res));
- if (!readback)
- entry->committed = false;
- }
- }
- /**
- * vmw_dx_shader_res_free - The DX shader free callback
- *
- * @res: The shader resource
- *
- * Frees the DX shader resource and updates memory accounting.
- */
- static void vmw_dx_shader_res_free(struct vmw_resource *res)
- {
- struct vmw_private *dev_priv = res->dev_priv;
- struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
- vmw_resource_unreference(&shader->cotable);
- kfree(shader);
- ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
- }
- /**
- * vmw_dx_shader_add - Add a shader resource as a command buffer managed
- * resource.
- *
- * @man: The command buffer resource manager.
- * @ctx: Pointer to the context resource.
- * @user_key: The id used for this shader.
- * @shader_type: The shader type.
- * @list: The list of staged command buffer managed resources.
- */
- int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
- struct vmw_resource *ctx,
- u32 user_key,
- SVGA3dShaderType shader_type,
- struct list_head *list)
- {
- struct vmw_dx_shader *shader;
- struct vmw_resource *res;
- struct vmw_private *dev_priv = ctx->dev_priv;
- int ret;
- if (!vmw_shader_dx_size)
- vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
- if (!vmw_shader_id_ok(user_key, shader_type))
- return -EINVAL;
- ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
- false, true);
- if (ret) {
- if (ret != -ERESTARTSYS)
- DRM_ERROR("Out of graphics memory for shader "
- "creation.\n");
- return ret;
- }
- shader = kmalloc(sizeof(*shader), GFP_KERNEL);
- if (!shader) {
- ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
- return -ENOMEM;
- }
- res = &shader->res;
- shader->ctx = ctx;
- shader->cotable = vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER);
- shader->id = user_key;
- shader->committed = false;
- INIT_LIST_HEAD(&shader->cotable_head);
- ret = vmw_resource_init(dev_priv, res, true,
- vmw_dx_shader_res_free, &vmw_dx_shader_func);
- if (ret)
- goto out_resource_init;
- /*
- * The user_key name-space is not per shader type for DX shaders,
- * so when hashing, use a single zero shader type.
- */
- ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
- vmw_shader_key(user_key, 0),
- res, list);
- if (ret)
- goto out_resource_init;
- res->id = shader->id;
- vmw_resource_activate(res, vmw_hw_shader_destroy);
- out_resource_init:
- vmw_resource_unreference(&res);
- return ret;
- }
- /**
- * User-space shader management:
- */
- static struct vmw_resource *
- vmw_user_shader_base_to_res(struct ttm_base_object *base)
- {
- return &(container_of(base, struct vmw_user_shader, base)->
- shader.res);
- }
- static void vmw_user_shader_free(struct vmw_resource *res)
- {
- struct vmw_user_shader *ushader =
- container_of(res, struct vmw_user_shader, shader.res);
- struct vmw_private *dev_priv = res->dev_priv;
- ttm_base_object_kfree(ushader, base);
- ttm_mem_global_free(vmw_mem_glob(dev_priv),
- vmw_user_shader_size);
- }
- static void vmw_shader_free(struct vmw_resource *res)
- {
- struct vmw_shader *shader = vmw_res_to_shader(res);
- struct vmw_private *dev_priv = res->dev_priv;
- kfree(shader);
- ttm_mem_global_free(vmw_mem_glob(dev_priv),
- vmw_shader_size);
- }
- /**
- * This function is called when user space has no more references on the
- * base object. It releases the base-object's reference on the resource object.
- */
- static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
- {
- struct ttm_base_object *base = *p_base;
- struct vmw_resource *res = vmw_user_shader_base_to_res(base);
- *p_base = NULL;
- vmw_resource_unreference(&res);
- }
- int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
- struct drm_file *file_priv)
- {
- struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
- struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
- return ttm_ref_object_base_unref(tfile, arg->handle,
- TTM_REF_USAGE);
- }
- static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
- struct vmw_dma_buffer *buffer,
- size_t shader_size,
- size_t offset,
- SVGA3dShaderType shader_type,
- uint8_t num_input_sig,
- uint8_t num_output_sig,
- struct ttm_object_file *tfile,
- u32 *handle)
- {
- struct vmw_user_shader *ushader;
- struct vmw_resource *res, *tmp;
- int ret;
- /*
- * Approximate idr memory usage with 128 bytes. It will be limited
- * by maximum number_of shaders anyway.
- */
- if (unlikely(vmw_user_shader_size == 0))
- vmw_user_shader_size =
- ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
- ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
- vmw_user_shader_size,
- false, true);
- if (unlikely(ret != 0)) {
- if (ret != -ERESTARTSYS)
- DRM_ERROR("Out of graphics memory for shader "
- "creation.\n");
- goto out;
- }
- ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
- if (unlikely(ushader == NULL)) {
- ttm_mem_global_free(vmw_mem_glob(dev_priv),
- vmw_user_shader_size);
- ret = -ENOMEM;
- goto out;
- }
- res = &ushader->shader.res;
- ushader->base.shareable = false;
- ushader->base.tfile = NULL;
- /*
- * From here on, the destructor takes over resource freeing.
- */
- ret = vmw_gb_shader_init(dev_priv, res, shader_size,
- offset, shader_type, num_input_sig,
- num_output_sig, buffer,
- vmw_user_shader_free);
- if (unlikely(ret != 0))
- goto out;
- tmp = vmw_resource_reference(res);
- ret = ttm_base_object_init(tfile, &ushader->base, false,
- VMW_RES_SHADER,
- &vmw_user_shader_base_release, NULL);
- if (unlikely(ret != 0)) {
- vmw_resource_unreference(&tmp);
- goto out_err;
- }
- if (handle)
- *handle = ushader->base.hash.key;
- out_err:
- vmw_resource_unreference(&res);
- out:
- return ret;
- }
- static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
- struct vmw_dma_buffer *buffer,
- size_t shader_size,
- size_t offset,
- SVGA3dShaderType shader_type)
- {
- struct vmw_shader *shader;
- struct vmw_resource *res;
- int ret;
- /*
- * Approximate idr memory usage with 128 bytes. It will be limited
- * by maximum number_of shaders anyway.
- */
- if (unlikely(vmw_shader_size == 0))
- vmw_shader_size =
- ttm_round_pot(sizeof(struct vmw_shader)) + 128;
- ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
- vmw_shader_size,
- false, true);
- if (unlikely(ret != 0)) {
- if (ret != -ERESTARTSYS)
- DRM_ERROR("Out of graphics memory for shader "
- "creation.\n");
- goto out_err;
- }
- shader = kzalloc(sizeof(*shader), GFP_KERNEL);
- if (unlikely(shader == NULL)) {
- ttm_mem_global_free(vmw_mem_glob(dev_priv),
- vmw_shader_size);
- ret = -ENOMEM;
- goto out_err;
- }
- res = &shader->res;
- /*
- * From here on, the destructor takes over resource freeing.
- */
- ret = vmw_gb_shader_init(dev_priv, res, shader_size,
- offset, shader_type, 0, 0, buffer,
- vmw_shader_free);
- out_err:
- return ret ? ERR_PTR(ret) : res;
- }
- static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
- enum drm_vmw_shader_type shader_type_drm,
- u32 buffer_handle, size_t size, size_t offset,
- uint8_t num_input_sig, uint8_t num_output_sig,
- uint32_t *shader_handle)
- {
- struct vmw_private *dev_priv = vmw_priv(dev);
- struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
- struct vmw_dma_buffer *buffer = NULL;
- SVGA3dShaderType shader_type;
- int ret;
- if (buffer_handle != SVGA3D_INVALID_ID) {
- ret = vmw_user_dmabuf_lookup(tfile, buffer_handle,
- &buffer, NULL);
- if (unlikely(ret != 0)) {
- DRM_ERROR("Could not find buffer for shader "
- "creation.\n");
- return ret;
- }
- if ((u64)buffer->base.num_pages * PAGE_SIZE <
- (u64)size + (u64)offset) {
- DRM_ERROR("Illegal buffer- or shader size.\n");
- ret = -EINVAL;
- goto out_bad_arg;
- }
- }
- switch (shader_type_drm) {
- case drm_vmw_shader_type_vs:
- shader_type = SVGA3D_SHADERTYPE_VS;
- break;
- case drm_vmw_shader_type_ps:
- shader_type = SVGA3D_SHADERTYPE_PS;
- break;
- default:
- DRM_ERROR("Illegal shader type.\n");
- ret = -EINVAL;
- goto out_bad_arg;
- }
- ret = ttm_read_lock(&dev_priv->reservation_sem, true);
- if (unlikely(ret != 0))
- goto out_bad_arg;
- ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
- shader_type, num_input_sig,
- num_output_sig, tfile, shader_handle);
- ttm_read_unlock(&dev_priv->reservation_sem);
- out_bad_arg:
- vmw_dmabuf_unreference(&buffer);
- return ret;
- }
- /**
- * vmw_shader_id_ok - Check whether a compat shader user key and
- * shader type are within valid bounds.
- *
- * @user_key: User space id of the shader.
- * @shader_type: Shader type.
- *
- * Returns true if valid false if not.
- */
- static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
- {
- return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
- }
- /**
- * vmw_shader_key - Compute a hash key suitable for a compat shader.
- *
- * @user_key: User space id of the shader.
- * @shader_type: Shader type.
- *
- * Returns a hash key suitable for a command buffer managed resource
- * manager hash table.
- */
- static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
- {
- return user_key | (shader_type << 20);
- }
- /**
- * vmw_shader_remove - Stage a compat shader for removal.
- *
- * @man: Pointer to the compat shader manager identifying the shader namespace.
- * @user_key: The key that is used to identify the shader. The key is
- * unique to the shader type.
- * @shader_type: Shader type.
- * @list: Caller's list of staged command buffer resource actions.
- */
- int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
- u32 user_key, SVGA3dShaderType shader_type,
- struct list_head *list)
- {
- struct vmw_resource *dummy;
- if (!vmw_shader_id_ok(user_key, shader_type))
- return -EINVAL;
- return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
- vmw_shader_key(user_key, shader_type),
- list, &dummy);
- }
- /**
- * vmw_compat_shader_add - Create a compat shader and stage it for addition
- * as a command buffer managed resource.
- *
- * @man: Pointer to the compat shader manager identifying the shader namespace.
- * @user_key: The key that is used to identify the shader. The key is
- * unique to the shader type.
- * @bytecode: Pointer to the bytecode of the shader.
- * @shader_type: Shader type.
- * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
- * to be created with.
- * @list: Caller's list of staged command buffer resource actions.
- *
- */
- int vmw_compat_shader_add(struct vmw_private *dev_priv,
- struct vmw_cmdbuf_res_manager *man,
- u32 user_key, const void *bytecode,
- SVGA3dShaderType shader_type,
- size_t size,
- struct list_head *list)
- {
- struct vmw_dma_buffer *buf;
- struct ttm_bo_kmap_obj map;
- bool is_iomem;
- int ret;
- struct vmw_resource *res;
- if (!vmw_shader_id_ok(user_key, shader_type))
- return -EINVAL;
- /* Allocate and pin a DMA buffer */
- buf = kzalloc(sizeof(*buf), GFP_KERNEL);
- if (unlikely(buf == NULL))
- return -ENOMEM;
- ret = vmw_dmabuf_init(dev_priv, buf, size, &vmw_sys_ne_placement,
- true, vmw_dmabuf_bo_free);
- if (unlikely(ret != 0))
- goto out;
- ret = ttm_bo_reserve(&buf->base, false, true, false, NULL);
- if (unlikely(ret != 0))
- goto no_reserve;
- /* Map and copy shader bytecode. */
- ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
- &map);
- if (unlikely(ret != 0)) {
- ttm_bo_unreserve(&buf->base);
- goto no_reserve;
- }
- memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
- WARN_ON(is_iomem);
- ttm_bo_kunmap(&map);
- ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, false, true);
- WARN_ON(ret != 0);
- ttm_bo_unreserve(&buf->base);
- res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
- if (unlikely(ret != 0))
- goto no_reserve;
- ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
- vmw_shader_key(user_key, shader_type),
- res, list);
- vmw_resource_unreference(&res);
- no_reserve:
- vmw_dmabuf_unreference(&buf);
- out:
- return ret;
- }
- /**
- * vmw_shader_lookup - Look up a compat shader
- *
- * @man: Pointer to the command buffer managed resource manager identifying
- * the shader namespace.
- * @user_key: The user space id of the shader.
- * @shader_type: The shader type.
- *
- * Returns a refcounted pointer to a struct vmw_resource if the shader was
- * found. An error pointer otherwise.
- */
- struct vmw_resource *
- vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
- u32 user_key,
- SVGA3dShaderType shader_type)
- {
- if (!vmw_shader_id_ok(user_key, shader_type))
- return ERR_PTR(-EINVAL);
- return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
- vmw_shader_key(user_key, shader_type));
- }
- int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
- struct drm_file *file_priv)
- {
- struct drm_vmw_shader_create_arg *arg =
- (struct drm_vmw_shader_create_arg *)data;
- return vmw_shader_define(dev, file_priv, arg->shader_type,
- arg->buffer_handle,
- arg->size, arg->offset,
- 0, 0,
- &arg->shader_handle);
- }
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