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
34 struct 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
42 struct vmw_user_shader {
43 struct ttm_base_object base;
44 struct vmw_shader shader;
45 };
46
47 struct 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
56 static void vmw_user_shader_free(struct vmw_resource *res);
57 static struct vmw_resource *
58 vmw_user_shader_base_to_res(struct ttm_base_object *base);
59
60 static int vmw_gb_shader_create(struct vmw_resource *res);
61 static int vmw_gb_shader_bind(struct vmw_resource *res,
62 struct ttm_validate_buffer *val_buf);
63 static int vmw_gb_shader_unbind(struct vmw_resource *res,
64 bool readback,
65 struct ttm_validate_buffer *val_buf);
66 static int vmw_gb_shader_destroy(struct vmw_resource *res);
67
68 static int vmw_dx_shader_create(struct vmw_resource *res);
69 static int vmw_dx_shader_bind(struct vmw_resource *res,
70 struct ttm_validate_buffer *val_buf);
71 static int vmw_dx_shader_unbind(struct vmw_resource *res,
72 bool readback,
73 struct ttm_validate_buffer *val_buf);
74 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
75 enum vmw_cmdbuf_res_state state);
76 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
77 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
78
79 static 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
85 const struct vmw_user_resource_conv *user_shader_converter =
86 &user_shader_conv;
87
88
89 static 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
103 static 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
127 static inline struct vmw_shader *
vmw_res_to_shader(struct vmw_resource * res)128 vmw_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 */
139 static inline struct vmw_dx_shader *
vmw_res_to_dx_shader(struct vmw_resource * res)140 vmw_res_to_dx_shader(struct vmw_resource *res)
141 {
142 return container_of(res, struct vmw_dx_shader, res);
143 }
144
vmw_hw_shader_destroy(struct vmw_resource * res)145 static 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
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_buffer_object * byte_code,void (* res_free)(struct vmw_resource * res))154 static 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
vmw_gb_shader_create(struct vmw_resource * res)196 static 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
236 out_no_fifo:
237 vmw_resource_release_id(res);
238 out_no_id:
239 return ret;
240 }
241
vmw_gb_shader_bind(struct vmw_resource * res,struct ttm_validate_buffer * val_buf)242 static 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
vmw_gb_shader_unbind(struct vmw_resource * res,bool readback,struct ttm_validate_buffer * val_buf)269 static 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
vmw_gb_shader_destroy(struct vmw_resource * res)308 static 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 */
vmw_dx_shader_commit_notify(struct vmw_resource * res,enum vmw_cmdbuf_res_state state)351 static 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 */
vmw_dx_shader_unscrub(struct vmw_resource * res)380 static 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 */
vmw_dx_shader_create(struct vmw_resource * res)417 static 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 */
vmw_dx_shader_bind(struct vmw_resource * res,struct ttm_validate_buffer * val_buf)442 static 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 */
vmw_dx_shader_scrub(struct vmw_resource * res)466 static 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 */
vmw_dx_shader_unbind(struct vmw_resource * res,bool readback,struct ttm_validate_buffer * val_buf)503 static 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 */
vmw_dx_shader_cotable_list_scrub(struct vmw_private * dev_priv,struct list_head * list,bool readback)541 void 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 */
vmw_dx_shader_res_free(struct vmw_resource * res)563 static 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 */
vmw_dx_shader_add(struct vmw_cmdbuf_res_manager * man,struct vmw_resource * ctx,u32 user_key,SVGA3dShaderType shader_type,struct list_head * list)581 int 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
625 out_resource_init:
626 vmw_resource_unreference(&res);
627
628 return ret;
629 }
630
631
632
633 /*
634 * User-space shader management:
635 */
636
637 static struct vmw_resource *
vmw_user_shader_base_to_res(struct ttm_base_object * base)638 vmw_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
vmw_user_shader_free(struct vmw_resource * res)644 static 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
vmw_shader_free(struct vmw_resource * res)652 static 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
vmw_user_shader_base_release(struct ttm_base_object ** p_base)664 static 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
vmw_shader_destroy_ioctl(struct drm_device * dev,void * data,struct drm_file * file_priv)673 int 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
vmw_user_shader_alloc(struct vmw_private * dev_priv,struct vmw_buffer_object * 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)682 static 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;
729 out_err:
730 vmw_resource_unreference(&res);
731 out:
732 return ret;
733 }
734
735
vmw_shader_alloc(struct vmw_private * dev_priv,struct vmw_buffer_object * buffer,size_t shader_size,size_t offset,SVGA3dShaderType shader_type)736 static 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
761 out_err:
762 return ret ? ERR_PTR(ret) : res;
763 }
764
765
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)766 static 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);
808 out_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 */
vmw_shader_id_ok(u32 user_key,SVGA3dShaderType shader_type)823 static 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 */
vmw_shader_key(u32 user_key,SVGA3dShaderType shader_type)837 static 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 */
vmw_shader_remove(struct vmw_cmdbuf_res_manager * man,u32 user_key,SVGA3dShaderType shader_type,struct list_head * list)851 int 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 */
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)879 int 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);
928 no_reserve:
929 vmw_bo_unreference(&buf);
930 out:
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 */
945 struct vmw_resource *
vmw_shader_lookup(struct vmw_cmdbuf_res_manager * man,u32 user_key,SVGA3dShaderType shader_type)946 vmw_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
vmw_shader_define_ioctl(struct drm_device * dev,void * data,struct drm_file * file_priv)957 int 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 }
969