1 /* $NetBSD: vmwgfx_shader.c,v 1.3 2021/12/18 23:45:45 riastradh Exp $ */ 2 3 // SPDX-License-Identifier: GPL-2.0 OR MIT 4 /************************************************************************** 5 * 6 * Copyright 2009-2015 VMware, Inc., Palo Alto, CA., USA 7 * 8 * Permission is hereby granted, free of charge, to any person obtaining a 9 * copy of this software and associated documentation files (the 10 * "Software"), to deal in the Software without restriction, including 11 * without limitation the rights to use, copy, modify, merge, publish, 12 * distribute, sub license, and/or sell copies of the Software, and to 13 * permit persons to whom the Software is furnished to do so, subject to 14 * the following conditions: 15 * 16 * The above copyright notice and this permission notice (including the 17 * next paragraph) shall be included in all copies or substantial portions 18 * of the Software. 19 * 20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 21 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 22 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL 23 * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM, 24 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR 25 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE 26 * USE OR OTHER DEALINGS IN THE SOFTWARE. 27 * 28 **************************************************************************/ 29 30 #include <sys/cdefs.h> 31 __KERNEL_RCSID(0, "$NetBSD: vmwgfx_shader.c,v 1.3 2021/12/18 23:45:45 riastradh Exp $"); 32 33 #include <drm/ttm/ttm_placement.h> 34 35 #include "vmwgfx_drv.h" 36 #include "vmwgfx_resource_priv.h" 37 #include "vmwgfx_binding.h" 38 39 struct vmw_shader { 40 struct vmw_resource res; 41 SVGA3dShaderType type; 42 uint32_t size; 43 uint8_t num_input_sig; 44 uint8_t num_output_sig; 45 }; 46 47 struct vmw_user_shader { 48 struct ttm_base_object base; 49 struct vmw_shader shader; 50 }; 51 52 struct vmw_dx_shader { 53 struct vmw_resource res; 54 struct vmw_resource *ctx; 55 struct vmw_resource *cotable; 56 u32 id; 57 bool committed; 58 struct list_head cotable_head; 59 }; 60 61 static uint64_t vmw_user_shader_size; 62 static uint64_t vmw_shader_size; 63 static size_t vmw_shader_dx_size; 64 65 static void vmw_user_shader_free(struct vmw_resource *res); 66 static struct vmw_resource * 67 vmw_user_shader_base_to_res(struct ttm_base_object *base); 68 69 static int vmw_gb_shader_create(struct vmw_resource *res); 70 static int vmw_gb_shader_bind(struct vmw_resource *res, 71 struct ttm_validate_buffer *val_buf); 72 static int vmw_gb_shader_unbind(struct vmw_resource *res, 73 bool readback, 74 struct ttm_validate_buffer *val_buf); 75 static int vmw_gb_shader_destroy(struct vmw_resource *res); 76 77 static int vmw_dx_shader_create(struct vmw_resource *res); 78 static int vmw_dx_shader_bind(struct vmw_resource *res, 79 struct ttm_validate_buffer *val_buf); 80 static int vmw_dx_shader_unbind(struct vmw_resource *res, 81 bool readback, 82 struct ttm_validate_buffer *val_buf); 83 static void vmw_dx_shader_commit_notify(struct vmw_resource *res, 84 enum vmw_cmdbuf_res_state state); 85 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type); 86 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type); 87 static uint64_t vmw_user_shader_size; 88 89 static const struct vmw_user_resource_conv user_shader_conv = { 90 .object_type = VMW_RES_SHADER, 91 .base_obj_to_res = vmw_user_shader_base_to_res, 92 .res_free = vmw_user_shader_free 93 }; 94 95 const struct vmw_user_resource_conv *user_shader_converter = 96 &user_shader_conv; 97 98 99 static const struct vmw_res_func vmw_gb_shader_func = { 100 .res_type = vmw_res_shader, 101 .needs_backup = true, 102 .may_evict = true, 103 .prio = 3, 104 .dirty_prio = 3, 105 .type_name = "guest backed shaders", 106 .backup_placement = &vmw_mob_placement, 107 .create = vmw_gb_shader_create, 108 .destroy = vmw_gb_shader_destroy, 109 .bind = vmw_gb_shader_bind, 110 .unbind = vmw_gb_shader_unbind 111 }; 112 113 static const struct vmw_res_func vmw_dx_shader_func = { 114 .res_type = vmw_res_shader, 115 .needs_backup = true, 116 .may_evict = true, 117 .prio = 3, 118 .dirty_prio = 3, 119 .type_name = "dx shaders", 120 .backup_placement = &vmw_mob_placement, 121 .create = vmw_dx_shader_create, 122 /* 123 * The destroy callback is only called with a committed resource on 124 * context destroy, in which case we destroy the cotable anyway, 125 * so there's no need to destroy DX shaders separately. 126 */ 127 .destroy = NULL, 128 .bind = vmw_dx_shader_bind, 129 .unbind = vmw_dx_shader_unbind, 130 .commit_notify = vmw_dx_shader_commit_notify, 131 }; 132 133 /** 134 * Shader management: 135 */ 136 137 static inline struct vmw_shader * 138 vmw_res_to_shader(struct vmw_resource *res) 139 { 140 return container_of(res, struct vmw_shader, res); 141 } 142 143 /** 144 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a 145 * struct vmw_dx_shader 146 * 147 * @res: Pointer to the struct vmw_resource. 148 */ 149 static inline struct vmw_dx_shader * 150 vmw_res_to_dx_shader(struct vmw_resource *res) 151 { 152 return container_of(res, struct vmw_dx_shader, res); 153 } 154 155 static void vmw_hw_shader_destroy(struct vmw_resource *res) 156 { 157 if (likely(res->func->destroy)) 158 (void) res->func->destroy(res); 159 else 160 res->id = -1; 161 } 162 163 164 static int vmw_gb_shader_init(struct vmw_private *dev_priv, 165 struct vmw_resource *res, 166 uint32_t size, 167 uint64_t offset, 168 SVGA3dShaderType type, 169 uint8_t num_input_sig, 170 uint8_t num_output_sig, 171 struct vmw_buffer_object *byte_code, 172 void (*res_free) (struct vmw_resource *res)) 173 { 174 struct vmw_shader *shader = vmw_res_to_shader(res); 175 int ret; 176 177 ret = vmw_resource_init(dev_priv, res, true, res_free, 178 &vmw_gb_shader_func); 179 180 if (unlikely(ret != 0)) { 181 if (res_free) 182 res_free(res); 183 else 184 kfree(res); 185 return ret; 186 } 187 188 res->backup_size = size; 189 if (byte_code) { 190 res->backup = vmw_bo_reference(byte_code); 191 res->backup_offset = offset; 192 } 193 shader->size = size; 194 shader->type = type; 195 shader->num_input_sig = num_input_sig; 196 shader->num_output_sig = num_output_sig; 197 198 res->hw_destroy = vmw_hw_shader_destroy; 199 return 0; 200 } 201 202 /* 203 * GB shader code: 204 */ 205 206 static int vmw_gb_shader_create(struct vmw_resource *res) 207 { 208 struct vmw_private *dev_priv = res->dev_priv; 209 struct vmw_shader *shader = vmw_res_to_shader(res); 210 int ret; 211 struct { 212 SVGA3dCmdHeader header; 213 SVGA3dCmdDefineGBShader body; 214 } *cmd; 215 216 if (likely(res->id != -1)) 217 return 0; 218 219 ret = vmw_resource_alloc_id(res); 220 if (unlikely(ret != 0)) { 221 DRM_ERROR("Failed to allocate a shader id.\n"); 222 goto out_no_id; 223 } 224 225 if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) { 226 ret = -EBUSY; 227 goto out_no_fifo; 228 } 229 230 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd)); 231 if (unlikely(cmd == NULL)) { 232 ret = -ENOMEM; 233 goto out_no_fifo; 234 } 235 236 cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER; 237 cmd->header.size = sizeof(cmd->body); 238 cmd->body.shid = res->id; 239 cmd->body.type = shader->type; 240 cmd->body.sizeInBytes = shader->size; 241 vmw_fifo_commit(dev_priv, sizeof(*cmd)); 242 vmw_fifo_resource_inc(dev_priv); 243 244 return 0; 245 246 out_no_fifo: 247 vmw_resource_release_id(res); 248 out_no_id: 249 return ret; 250 } 251 252 static int vmw_gb_shader_bind(struct vmw_resource *res, 253 struct ttm_validate_buffer *val_buf) 254 { 255 struct vmw_private *dev_priv = res->dev_priv; 256 struct { 257 SVGA3dCmdHeader header; 258 SVGA3dCmdBindGBShader body; 259 } *cmd; 260 struct ttm_buffer_object *bo = val_buf->bo; 261 262 BUG_ON(bo->mem.mem_type != VMW_PL_MOB); 263 264 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd)); 265 if (unlikely(cmd == NULL)) 266 return -ENOMEM; 267 268 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER; 269 cmd->header.size = sizeof(cmd->body); 270 cmd->body.shid = res->id; 271 cmd->body.mobid = bo->mem.start; 272 cmd->body.offsetInBytes = res->backup_offset; 273 res->backup_dirty = false; 274 vmw_fifo_commit(dev_priv, sizeof(*cmd)); 275 276 return 0; 277 } 278 279 static int vmw_gb_shader_unbind(struct vmw_resource *res, 280 bool readback, 281 struct ttm_validate_buffer *val_buf) 282 { 283 struct vmw_private *dev_priv = res->dev_priv; 284 struct { 285 SVGA3dCmdHeader header; 286 SVGA3dCmdBindGBShader body; 287 } *cmd; 288 struct vmw_fence_obj *fence; 289 290 BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB); 291 292 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd)); 293 if (unlikely(cmd == NULL)) 294 return -ENOMEM; 295 296 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER; 297 cmd->header.size = sizeof(cmd->body); 298 cmd->body.shid = res->id; 299 cmd->body.mobid = SVGA3D_INVALID_ID; 300 cmd->body.offsetInBytes = 0; 301 vmw_fifo_commit(dev_priv, sizeof(*cmd)); 302 303 /* 304 * Create a fence object and fence the backup buffer. 305 */ 306 307 (void) vmw_execbuf_fence_commands(NULL, dev_priv, 308 &fence, NULL); 309 310 vmw_bo_fence_single(val_buf->bo, fence); 311 312 if (likely(fence != NULL)) 313 vmw_fence_obj_unreference(&fence); 314 315 return 0; 316 } 317 318 static int vmw_gb_shader_destroy(struct vmw_resource *res) 319 { 320 struct vmw_private *dev_priv = res->dev_priv; 321 struct { 322 SVGA3dCmdHeader header; 323 SVGA3dCmdDestroyGBShader body; 324 } *cmd; 325 326 if (likely(res->id == -1)) 327 return 0; 328 329 mutex_lock(&dev_priv->binding_mutex); 330 vmw_binding_res_list_scrub(&res->binding_head); 331 332 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd)); 333 if (unlikely(cmd == NULL)) { 334 mutex_unlock(&dev_priv->binding_mutex); 335 return -ENOMEM; 336 } 337 338 cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER; 339 cmd->header.size = sizeof(cmd->body); 340 cmd->body.shid = res->id; 341 vmw_fifo_commit(dev_priv, sizeof(*cmd)); 342 mutex_unlock(&dev_priv->binding_mutex); 343 vmw_resource_release_id(res); 344 vmw_fifo_resource_dec(dev_priv); 345 346 return 0; 347 } 348 349 /* 350 * DX shader code: 351 */ 352 353 /** 354 * vmw_dx_shader_commit_notify - Notify that a shader operation has been 355 * committed to hardware from a user-supplied command stream. 356 * 357 * @res: Pointer to the shader resource. 358 * @state: Indicating whether a creation or removal has been committed. 359 * 360 */ 361 static void vmw_dx_shader_commit_notify(struct vmw_resource *res, 362 enum vmw_cmdbuf_res_state state) 363 { 364 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 365 struct vmw_private *dev_priv = res->dev_priv; 366 367 if (state == VMW_CMDBUF_RES_ADD) { 368 mutex_lock(&dev_priv->binding_mutex); 369 vmw_cotable_add_resource(shader->cotable, 370 &shader->cotable_head); 371 shader->committed = true; 372 res->id = shader->id; 373 mutex_unlock(&dev_priv->binding_mutex); 374 } else { 375 mutex_lock(&dev_priv->binding_mutex); 376 list_del_init(&shader->cotable_head); 377 shader->committed = false; 378 res->id = -1; 379 mutex_unlock(&dev_priv->binding_mutex); 380 } 381 } 382 383 /** 384 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader. 385 * 386 * @res: The shader resource 387 * 388 * This function reverts a scrub operation. 389 */ 390 static int vmw_dx_shader_unscrub(struct vmw_resource *res) 391 { 392 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 393 struct vmw_private *dev_priv = res->dev_priv; 394 struct { 395 SVGA3dCmdHeader header; 396 SVGA3dCmdDXBindShader body; 397 } *cmd; 398 399 if (!list_empty(&shader->cotable_head) || !shader->committed) 400 return 0; 401 402 cmd = VMW_FIFO_RESERVE_DX(dev_priv, sizeof(*cmd), shader->ctx->id); 403 if (unlikely(cmd == NULL)) 404 return -ENOMEM; 405 406 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER; 407 cmd->header.size = sizeof(cmd->body); 408 cmd->body.cid = shader->ctx->id; 409 cmd->body.shid = shader->id; 410 cmd->body.mobid = res->backup->base.mem.start; 411 cmd->body.offsetInBytes = res->backup_offset; 412 vmw_fifo_commit(dev_priv, sizeof(*cmd)); 413 414 vmw_cotable_add_resource(shader->cotable, &shader->cotable_head); 415 416 return 0; 417 } 418 419 /** 420 * vmw_dx_shader_create - The DX shader create callback 421 * 422 * @res: The DX shader resource 423 * 424 * The create callback is called as part of resource validation and 425 * makes sure that we unscrub the shader if it's previously been scrubbed. 426 */ 427 static int vmw_dx_shader_create(struct vmw_resource *res) 428 { 429 struct vmw_private *dev_priv = res->dev_priv; 430 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 431 int ret = 0; 432 433 WARN_ON_ONCE(!shader->committed); 434 435 if (vmw_resource_mob_attached(res)) { 436 mutex_lock(&dev_priv->binding_mutex); 437 ret = vmw_dx_shader_unscrub(res); 438 mutex_unlock(&dev_priv->binding_mutex); 439 } 440 441 res->id = shader->id; 442 return ret; 443 } 444 445 /** 446 * vmw_dx_shader_bind - The DX shader bind callback 447 * 448 * @res: The DX shader resource 449 * @val_buf: Pointer to the validate buffer. 450 * 451 */ 452 static int vmw_dx_shader_bind(struct vmw_resource *res, 453 struct ttm_validate_buffer *val_buf) 454 { 455 struct vmw_private *dev_priv = res->dev_priv; 456 struct ttm_buffer_object *bo = val_buf->bo; 457 458 BUG_ON(bo->mem.mem_type != VMW_PL_MOB); 459 mutex_lock(&dev_priv->binding_mutex); 460 vmw_dx_shader_unscrub(res); 461 mutex_unlock(&dev_priv->binding_mutex); 462 463 return 0; 464 } 465 466 /** 467 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader. 468 * 469 * @res: The shader resource 470 * 471 * This function unbinds a MOB from the DX shader without requiring the 472 * MOB dma_buffer to be reserved. The driver still considers the MOB bound. 473 * However, once the driver eventually decides to unbind the MOB, it doesn't 474 * need to access the context. 475 */ 476 static int vmw_dx_shader_scrub(struct vmw_resource *res) 477 { 478 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 479 struct vmw_private *dev_priv = res->dev_priv; 480 struct { 481 SVGA3dCmdHeader header; 482 SVGA3dCmdDXBindShader body; 483 } *cmd; 484 485 if (list_empty(&shader->cotable_head)) 486 return 0; 487 488 WARN_ON_ONCE(!shader->committed); 489 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd)); 490 if (unlikely(cmd == NULL)) 491 return -ENOMEM; 492 493 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER; 494 cmd->header.size = sizeof(cmd->body); 495 cmd->body.cid = shader->ctx->id; 496 cmd->body.shid = res->id; 497 cmd->body.mobid = SVGA3D_INVALID_ID; 498 cmd->body.offsetInBytes = 0; 499 vmw_fifo_commit(dev_priv, sizeof(*cmd)); 500 res->id = -1; 501 list_del_init(&shader->cotable_head); 502 503 return 0; 504 } 505 506 /** 507 * vmw_dx_shader_unbind - The dx shader unbind callback. 508 * 509 * @res: The shader resource 510 * @readback: Whether this is a readback unbind. Currently unused. 511 * @val_buf: MOB buffer information. 512 */ 513 static int vmw_dx_shader_unbind(struct vmw_resource *res, 514 bool readback, 515 struct ttm_validate_buffer *val_buf) 516 { 517 struct vmw_private *dev_priv = res->dev_priv; 518 struct vmw_fence_obj *fence; 519 int ret; 520 521 BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB); 522 523 mutex_lock(&dev_priv->binding_mutex); 524 ret = vmw_dx_shader_scrub(res); 525 mutex_unlock(&dev_priv->binding_mutex); 526 527 if (ret) 528 return ret; 529 530 (void) vmw_execbuf_fence_commands(NULL, dev_priv, 531 &fence, NULL); 532 vmw_bo_fence_single(val_buf->bo, fence); 533 534 if (likely(fence != NULL)) 535 vmw_fence_obj_unreference(&fence); 536 537 return 0; 538 } 539 540 /** 541 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for 542 * DX shaders. 543 * 544 * @dev_priv: Pointer to device private structure. 545 * @list: The list of cotable resources. 546 * @readback: Whether the call was part of a readback unbind. 547 * 548 * Scrubs all shader MOBs so that any subsequent shader unbind or shader 549 * destroy operation won't need to swap in the context. 550 */ 551 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv, 552 struct list_head *list, 553 bool readback) 554 { 555 struct vmw_dx_shader *entry, *next; 556 557 lockdep_assert_held_once(&dev_priv->binding_mutex); 558 559 list_for_each_entry_safe(entry, next, list, cotable_head) { 560 WARN_ON(vmw_dx_shader_scrub(&entry->res)); 561 if (!readback) 562 entry->committed = false; 563 } 564 } 565 566 /** 567 * vmw_dx_shader_res_free - The DX shader free callback 568 * 569 * @res: The shader resource 570 * 571 * Frees the DX shader resource and updates memory accounting. 572 */ 573 static void vmw_dx_shader_res_free(struct vmw_resource *res) 574 { 575 struct vmw_private *dev_priv = res->dev_priv; 576 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 577 578 vmw_resource_unreference(&shader->cotable); 579 kfree(shader); 580 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size); 581 } 582 583 /** 584 * vmw_dx_shader_add - Add a shader resource as a command buffer managed 585 * resource. 586 * 587 * @man: The command buffer resource manager. 588 * @ctx: Pointer to the context resource. 589 * @user_key: The id used for this shader. 590 * @shader_type: The shader type. 591 * @list: The list of staged command buffer managed resources. 592 */ 593 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man, 594 struct vmw_resource *ctx, 595 u32 user_key, 596 SVGA3dShaderType shader_type, 597 struct list_head *list) 598 { 599 struct vmw_dx_shader *shader; 600 struct vmw_resource *res; 601 struct vmw_private *dev_priv = ctx->dev_priv; 602 struct ttm_operation_ctx ttm_opt_ctx = { 603 .interruptible = true, 604 .no_wait_gpu = false 605 }; 606 int ret; 607 608 if (!vmw_shader_dx_size) 609 vmw_shader_dx_size = ttm_round_pot(sizeof(*shader)); 610 611 if (!vmw_shader_id_ok(user_key, shader_type)) 612 return -EINVAL; 613 614 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size, 615 &ttm_opt_ctx); 616 if (ret) { 617 if (ret != -ERESTARTSYS) 618 DRM_ERROR("Out of graphics memory for shader " 619 "creation.\n"); 620 return ret; 621 } 622 623 shader = kmalloc(sizeof(*shader), GFP_KERNEL); 624 if (!shader) { 625 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size); 626 return -ENOMEM; 627 } 628 629 res = &shader->res; 630 shader->ctx = ctx; 631 shader->cotable = vmw_resource_reference 632 (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER)); 633 shader->id = user_key; 634 shader->committed = false; 635 INIT_LIST_HEAD(&shader->cotable_head); 636 ret = vmw_resource_init(dev_priv, res, true, 637 vmw_dx_shader_res_free, &vmw_dx_shader_func); 638 if (ret) 639 goto out_resource_init; 640 641 /* 642 * The user_key name-space is not per shader type for DX shaders, 643 * so when hashing, use a single zero shader type. 644 */ 645 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader, 646 vmw_shader_key(user_key, 0), 647 res, list); 648 if (ret) 649 goto out_resource_init; 650 651 res->id = shader->id; 652 res->hw_destroy = vmw_hw_shader_destroy; 653 654 out_resource_init: 655 vmw_resource_unreference(&res); 656 657 return ret; 658 } 659 660 661 662 /** 663 * User-space shader management: 664 */ 665 666 static struct vmw_resource * 667 vmw_user_shader_base_to_res(struct ttm_base_object *base) 668 { 669 return &(container_of(base, struct vmw_user_shader, base)-> 670 shader.res); 671 } 672 673 static void vmw_user_shader_free(struct vmw_resource *res) 674 { 675 struct vmw_user_shader *ushader = 676 container_of(res, struct vmw_user_shader, shader.res); 677 struct vmw_private *dev_priv = res->dev_priv; 678 679 ttm_base_object_kfree(ushader, base); 680 ttm_mem_global_free(vmw_mem_glob(dev_priv), 681 vmw_user_shader_size); 682 } 683 684 static void vmw_shader_free(struct vmw_resource *res) 685 { 686 struct vmw_shader *shader = vmw_res_to_shader(res); 687 struct vmw_private *dev_priv = res->dev_priv; 688 689 kfree(shader); 690 ttm_mem_global_free(vmw_mem_glob(dev_priv), 691 vmw_shader_size); 692 } 693 694 /** 695 * This function is called when user space has no more references on the 696 * base object. It releases the base-object's reference on the resource object. 697 */ 698 699 static void vmw_user_shader_base_release(struct ttm_base_object **p_base) 700 { 701 struct ttm_base_object *base = *p_base; 702 struct vmw_resource *res = vmw_user_shader_base_to_res(base); 703 704 *p_base = NULL; 705 vmw_resource_unreference(&res); 706 } 707 708 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data, 709 struct drm_file *file_priv) 710 { 711 struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data; 712 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile; 713 714 return ttm_ref_object_base_unref(tfile, arg->handle, 715 TTM_REF_USAGE); 716 } 717 718 static int vmw_user_shader_alloc(struct vmw_private *dev_priv, 719 struct vmw_buffer_object *buffer, 720 size_t shader_size, 721 size_t offset, 722 SVGA3dShaderType shader_type, 723 uint8_t num_input_sig, 724 uint8_t num_output_sig, 725 struct ttm_object_file *tfile, 726 u32 *handle) 727 { 728 struct vmw_user_shader *ushader; 729 struct vmw_resource *res, *tmp; 730 struct ttm_operation_ctx ctx = { 731 .interruptible = true, 732 .no_wait_gpu = false 733 }; 734 int ret; 735 736 if (unlikely(vmw_user_shader_size == 0)) 737 vmw_user_shader_size = 738 ttm_round_pot(sizeof(struct vmw_user_shader)) + 739 VMW_IDA_ACC_SIZE + TTM_OBJ_EXTRA_SIZE; 740 741 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), 742 vmw_user_shader_size, 743 &ctx); 744 if (unlikely(ret != 0)) { 745 if (ret != -ERESTARTSYS) 746 DRM_ERROR("Out of graphics memory for shader " 747 "creation.\n"); 748 goto out; 749 } 750 751 ushader = kzalloc(sizeof(*ushader), GFP_KERNEL); 752 if (unlikely(!ushader)) { 753 ttm_mem_global_free(vmw_mem_glob(dev_priv), 754 vmw_user_shader_size); 755 ret = -ENOMEM; 756 goto out; 757 } 758 759 res = &ushader->shader.res; 760 ushader->base.shareable = false; 761 ushader->base.tfile = NULL; 762 763 /* 764 * From here on, the destructor takes over resource freeing. 765 */ 766 767 ret = vmw_gb_shader_init(dev_priv, res, shader_size, 768 offset, shader_type, num_input_sig, 769 num_output_sig, buffer, 770 vmw_user_shader_free); 771 if (unlikely(ret != 0)) 772 goto out; 773 774 tmp = vmw_resource_reference(res); 775 ret = ttm_base_object_init(tfile, &ushader->base, false, 776 VMW_RES_SHADER, 777 &vmw_user_shader_base_release, NULL); 778 779 if (unlikely(ret != 0)) { 780 vmw_resource_unreference(&tmp); 781 goto out_err; 782 } 783 784 if (handle) 785 *handle = ushader->base.handle; 786 out_err: 787 vmw_resource_unreference(&res); 788 out: 789 return ret; 790 } 791 792 793 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv, 794 struct vmw_buffer_object *buffer, 795 size_t shader_size, 796 size_t offset, 797 SVGA3dShaderType shader_type) 798 { 799 struct vmw_shader *shader; 800 struct vmw_resource *res; 801 struct ttm_operation_ctx ctx = { 802 .interruptible = true, 803 .no_wait_gpu = false 804 }; 805 int ret; 806 807 if (unlikely(vmw_shader_size == 0)) 808 vmw_shader_size = 809 ttm_round_pot(sizeof(struct vmw_shader)) + 810 VMW_IDA_ACC_SIZE; 811 812 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), 813 vmw_shader_size, 814 &ctx); 815 if (unlikely(ret != 0)) { 816 if (ret != -ERESTARTSYS) 817 DRM_ERROR("Out of graphics memory for shader " 818 "creation.\n"); 819 goto out_err; 820 } 821 822 shader = kzalloc(sizeof(*shader), GFP_KERNEL); 823 if (unlikely(!shader)) { 824 ttm_mem_global_free(vmw_mem_glob(dev_priv), 825 vmw_shader_size); 826 ret = -ENOMEM; 827 goto out_err; 828 } 829 830 res = &shader->res; 831 832 /* 833 * From here on, the destructor takes over resource freeing. 834 */ 835 ret = vmw_gb_shader_init(dev_priv, res, shader_size, 836 offset, shader_type, 0, 0, buffer, 837 vmw_shader_free); 838 839 out_err: 840 return ret ? ERR_PTR(ret) : res; 841 } 842 843 844 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv, 845 enum drm_vmw_shader_type shader_type_drm, 846 u32 buffer_handle, size_t size, size_t offset, 847 uint8_t num_input_sig, uint8_t num_output_sig, 848 uint32_t *shader_handle) 849 { 850 struct vmw_private *dev_priv = vmw_priv(dev); 851 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile; 852 struct vmw_buffer_object *buffer = NULL; 853 SVGA3dShaderType shader_type; 854 int ret; 855 856 if (buffer_handle != SVGA3D_INVALID_ID) { 857 ret = vmw_user_bo_lookup(tfile, buffer_handle, 858 &buffer, NULL); 859 if (unlikely(ret != 0)) { 860 VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n"); 861 return ret; 862 } 863 864 if ((u64)buffer->base.num_pages * PAGE_SIZE < 865 (u64)size + (u64)offset) { 866 VMW_DEBUG_USER("Illegal buffer- or shader size.\n"); 867 ret = -EINVAL; 868 goto out_bad_arg; 869 } 870 } 871 872 switch (shader_type_drm) { 873 case drm_vmw_shader_type_vs: 874 shader_type = SVGA3D_SHADERTYPE_VS; 875 break; 876 case drm_vmw_shader_type_ps: 877 shader_type = SVGA3D_SHADERTYPE_PS; 878 break; 879 default: 880 VMW_DEBUG_USER("Illegal shader type.\n"); 881 ret = -EINVAL; 882 goto out_bad_arg; 883 } 884 885 ret = ttm_read_lock(&dev_priv->reservation_sem, true); 886 if (unlikely(ret != 0)) 887 goto out_bad_arg; 888 889 ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset, 890 shader_type, num_input_sig, 891 num_output_sig, tfile, shader_handle); 892 893 ttm_read_unlock(&dev_priv->reservation_sem); 894 out_bad_arg: 895 vmw_bo_unreference(&buffer); 896 return ret; 897 } 898 899 /** 900 * vmw_shader_id_ok - Check whether a compat shader user key and 901 * shader type are within valid bounds. 902 * 903 * @user_key: User space id of the shader. 904 * @shader_type: Shader type. 905 * 906 * Returns true if valid false if not. 907 */ 908 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type) 909 { 910 return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16; 911 } 912 913 /** 914 * vmw_shader_key - Compute a hash key suitable for a compat shader. 915 * 916 * @user_key: User space id of the shader. 917 * @shader_type: Shader type. 918 * 919 * Returns a hash key suitable for a command buffer managed resource 920 * manager hash table. 921 */ 922 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type) 923 { 924 return user_key | (shader_type << 20); 925 } 926 927 /** 928 * vmw_shader_remove - Stage a compat shader for removal. 929 * 930 * @man: Pointer to the compat shader manager identifying the shader namespace. 931 * @user_key: The key that is used to identify the shader. The key is 932 * unique to the shader type. 933 * @shader_type: Shader type. 934 * @list: Caller's list of staged command buffer resource actions. 935 */ 936 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man, 937 u32 user_key, SVGA3dShaderType shader_type, 938 struct list_head *list) 939 { 940 struct vmw_resource *dummy; 941 942 if (!vmw_shader_id_ok(user_key, shader_type)) 943 return -EINVAL; 944 945 return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader, 946 vmw_shader_key(user_key, shader_type), 947 list, &dummy); 948 } 949 950 /** 951 * vmw_compat_shader_add - Create a compat shader and stage it for addition 952 * as a command buffer managed resource. 953 * 954 * @man: Pointer to the compat shader manager identifying the shader namespace. 955 * @user_key: The key that is used to identify the shader. The key is 956 * unique to the shader type. 957 * @bytecode: Pointer to the bytecode of the shader. 958 * @shader_type: Shader type. 959 * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is 960 * to be created with. 961 * @list: Caller's list of staged command buffer resource actions. 962 * 963 */ 964 int vmw_compat_shader_add(struct vmw_private *dev_priv, 965 struct vmw_cmdbuf_res_manager *man, 966 u32 user_key, const void *bytecode, 967 SVGA3dShaderType shader_type, 968 size_t size, 969 struct list_head *list) 970 { 971 struct ttm_operation_ctx ctx = { false, true }; 972 struct vmw_buffer_object *buf; 973 struct ttm_bo_kmap_obj map; 974 bool is_iomem; 975 int ret; 976 struct vmw_resource *res; 977 978 if (!vmw_shader_id_ok(user_key, shader_type)) 979 return -EINVAL; 980 981 /* Allocate and pin a DMA buffer */ 982 buf = kzalloc(sizeof(*buf), GFP_KERNEL); 983 if (unlikely(!buf)) 984 return -ENOMEM; 985 986 ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_ne_placement, 987 true, vmw_bo_bo_free); 988 if (unlikely(ret != 0)) 989 goto out; 990 991 ret = ttm_bo_reserve(&buf->base, false, true, NULL); 992 if (unlikely(ret != 0)) 993 goto no_reserve; 994 995 /* Map and copy shader bytecode. */ 996 ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT, 997 &map); 998 if (unlikely(ret != 0)) { 999 ttm_bo_unreserve(&buf->base); 1000 goto no_reserve; 1001 } 1002 1003 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size); 1004 WARN_ON(is_iomem); 1005 1006 ttm_bo_kunmap(&map); 1007 ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx); 1008 WARN_ON(ret != 0); 1009 ttm_bo_unreserve(&buf->base); 1010 1011 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type); 1012 if (unlikely(ret != 0)) 1013 goto no_reserve; 1014 1015 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader, 1016 vmw_shader_key(user_key, shader_type), 1017 res, list); 1018 vmw_resource_unreference(&res); 1019 no_reserve: 1020 vmw_bo_unreference(&buf); 1021 out: 1022 return ret; 1023 } 1024 1025 /** 1026 * vmw_shader_lookup - Look up a compat shader 1027 * 1028 * @man: Pointer to the command buffer managed resource manager identifying 1029 * the shader namespace. 1030 * @user_key: The user space id of the shader. 1031 * @shader_type: The shader type. 1032 * 1033 * Returns a refcounted pointer to a struct vmw_resource if the shader was 1034 * found. An error pointer otherwise. 1035 */ 1036 struct vmw_resource * 1037 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man, 1038 u32 user_key, 1039 SVGA3dShaderType shader_type) 1040 { 1041 if (!vmw_shader_id_ok(user_key, shader_type)) 1042 return ERR_PTR(-EINVAL); 1043 1044 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader, 1045 vmw_shader_key(user_key, shader_type)); 1046 } 1047 1048 int vmw_shader_define_ioctl(struct drm_device *dev, void *data, 1049 struct drm_file *file_priv) 1050 { 1051 struct drm_vmw_shader_create_arg *arg = 1052 (struct drm_vmw_shader_create_arg *)data; 1053 1054 return vmw_shader_define(dev, file_priv, arg->shader_type, 1055 arg->buffer_handle, 1056 arg->size, arg->offset, 1057 0, 0, 1058 &arg->shader_handle); 1059 } 1060