vmwgfx_shader.c revision 1.1.1.1.32.1 1 /* $NetBSD: vmwgfx_shader.c,v 1.1.1.1.32.1 2019/06/10 22:08:29 christos Exp $ */
2
3 /**************************************************************************
4 *
5 * Copyright 2009-2015 VMware, Inc., Palo Alto, CA., USA
6 * All Rights Reserved.
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 1.1.1.1.32.1 2019/06/10 22:08:29 christos Exp $");
32
33 #include "vmwgfx_drv.h"
34 #include "vmwgfx_resource_priv.h"
35 #include "vmwgfx_binding.h"
36 #include "ttm/ttm_placement.h"
37
38 struct vmw_shader {
39 struct vmw_resource res;
40 SVGA3dShaderType type;
41 uint32_t size;
42 uint8_t num_input_sig;
43 uint8_t num_output_sig;
44 };
45
46 struct vmw_user_shader {
47 struct ttm_base_object base;
48 struct vmw_shader shader;
49 };
50
51 struct vmw_dx_shader {
52 struct vmw_resource res;
53 struct vmw_resource *ctx;
54 struct vmw_resource *cotable;
55 u32 id;
56 bool committed;
57 struct list_head cotable_head;
58 };
59
60 static uint64_t vmw_user_shader_size;
61 static uint64_t vmw_shader_size;
62 static size_t vmw_shader_dx_size;
63
64 static void vmw_user_shader_free(struct vmw_resource *res);
65 static struct vmw_resource *
66 vmw_user_shader_base_to_res(struct ttm_base_object *base);
67
68 static int vmw_gb_shader_create(struct vmw_resource *res);
69 static int vmw_gb_shader_bind(struct vmw_resource *res,
70 struct ttm_validate_buffer *val_buf);
71 static int vmw_gb_shader_unbind(struct vmw_resource *res,
72 bool readback,
73 struct ttm_validate_buffer *val_buf);
74 static int vmw_gb_shader_destroy(struct vmw_resource *res);
75
76 static int vmw_dx_shader_create(struct vmw_resource *res);
77 static int vmw_dx_shader_bind(struct vmw_resource *res,
78 struct ttm_validate_buffer *val_buf);
79 static int vmw_dx_shader_unbind(struct vmw_resource *res,
80 bool readback,
81 struct ttm_validate_buffer *val_buf);
82 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
83 enum vmw_cmdbuf_res_state state);
84 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
85 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
86 static uint64_t vmw_user_shader_size;
87
88 static const struct vmw_user_resource_conv user_shader_conv = {
89 .object_type = VMW_RES_SHADER,
90 .base_obj_to_res = vmw_user_shader_base_to_res,
91 .res_free = vmw_user_shader_free
92 };
93
94 const struct vmw_user_resource_conv *user_shader_converter =
95 &user_shader_conv;
96
97
98 static const struct vmw_res_func vmw_gb_shader_func = {
99 .res_type = vmw_res_shader,
100 .needs_backup = true,
101 .may_evict = true,
102 .type_name = "guest backed shaders",
103 .backup_placement = &vmw_mob_placement,
104 .create = vmw_gb_shader_create,
105 .destroy = vmw_gb_shader_destroy,
106 .bind = vmw_gb_shader_bind,
107 .unbind = vmw_gb_shader_unbind
108 };
109
110 static const struct vmw_res_func vmw_dx_shader_func = {
111 .res_type = vmw_res_shader,
112 .needs_backup = true,
113 .may_evict = false,
114 .type_name = "dx shaders",
115 .backup_placement = &vmw_mob_placement,
116 .create = vmw_dx_shader_create,
117 /*
118 * The destroy callback is only called with a committed resource on
119 * context destroy, in which case we destroy the cotable anyway,
120 * so there's no need to destroy DX shaders separately.
121 */
122 .destroy = NULL,
123 .bind = vmw_dx_shader_bind,
124 .unbind = vmw_dx_shader_unbind,
125 .commit_notify = vmw_dx_shader_commit_notify,
126 };
127
128 /**
129 * Shader management:
130 */
131
132 static inline struct vmw_shader *
133 vmw_res_to_shader(struct vmw_resource *res)
134 {
135 return container_of(res, struct vmw_shader, res);
136 }
137
138 /**
139 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
140 * struct vmw_dx_shader
141 *
142 * @res: Pointer to the struct vmw_resource.
143 */
144 static inline struct vmw_dx_shader *
145 vmw_res_to_dx_shader(struct vmw_resource *res)
146 {
147 return container_of(res, struct vmw_dx_shader, res);
148 }
149
150 static void vmw_hw_shader_destroy(struct vmw_resource *res)
151 {
152 if (likely(res->func->destroy))
153 (void) res->func->destroy(res);
154 else
155 res->id = -1;
156 }
157
158
159 static int vmw_gb_shader_init(struct vmw_private *dev_priv,
160 struct vmw_resource *res,
161 uint32_t size,
162 uint64_t offset,
163 SVGA3dShaderType type,
164 uint8_t num_input_sig,
165 uint8_t num_output_sig,
166 struct vmw_dma_buffer *byte_code,
167 void (*res_free) (struct vmw_resource *res))
168 {
169 struct vmw_shader *shader = vmw_res_to_shader(res);
170 int ret;
171
172 ret = vmw_resource_init(dev_priv, res, true, res_free,
173 &vmw_gb_shader_func);
174
175 if (unlikely(ret != 0)) {
176 if (res_free)
177 res_free(res);
178 else
179 kfree(res);
180 return ret;
181 }
182
183 res->backup_size = size;
184 if (byte_code) {
185 res->backup = vmw_dmabuf_reference(byte_code);
186 res->backup_offset = offset;
187 }
188 shader->size = size;
189 shader->type = type;
190 shader->num_input_sig = num_input_sig;
191 shader->num_output_sig = num_output_sig;
192
193 vmw_resource_activate(res, vmw_hw_shader_destroy);
194 return 0;
195 }
196
197 /*
198 * GB shader code:
199 */
200
201 static int vmw_gb_shader_create(struct vmw_resource *res)
202 {
203 struct vmw_private *dev_priv = res->dev_priv;
204 struct vmw_shader *shader = vmw_res_to_shader(res);
205 int ret;
206 struct {
207 SVGA3dCmdHeader header;
208 SVGA3dCmdDefineGBShader body;
209 } *cmd;
210
211 if (likely(res->id != -1))
212 return 0;
213
214 ret = vmw_resource_alloc_id(res);
215 if (unlikely(ret != 0)) {
216 DRM_ERROR("Failed to allocate a shader id.\n");
217 goto out_no_id;
218 }
219
220 if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
221 ret = -EBUSY;
222 goto out_no_fifo;
223 }
224
225 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
226 if (unlikely(cmd == NULL)) {
227 DRM_ERROR("Failed reserving FIFO space for shader "
228 "creation.\n");
229 ret = -ENOMEM;
230 goto out_no_fifo;
231 }
232
233 cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
234 cmd->header.size = sizeof(cmd->body);
235 cmd->body.shid = res->id;
236 cmd->body.type = shader->type;
237 cmd->body.sizeInBytes = shader->size;
238 vmw_fifo_commit(dev_priv, sizeof(*cmd));
239 vmw_fifo_resource_inc(dev_priv);
240
241 return 0;
242
243 out_no_fifo:
244 vmw_resource_release_id(res);
245 out_no_id:
246 return ret;
247 }
248
249 static int vmw_gb_shader_bind(struct vmw_resource *res,
250 struct ttm_validate_buffer *val_buf)
251 {
252 struct vmw_private *dev_priv = res->dev_priv;
253 struct {
254 SVGA3dCmdHeader header;
255 SVGA3dCmdBindGBShader body;
256 } *cmd;
257 struct ttm_buffer_object *bo = val_buf->bo;
258
259 BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
260
261 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
262 if (unlikely(cmd == NULL)) {
263 DRM_ERROR("Failed reserving FIFO space for shader "
264 "binding.\n");
265 return -ENOMEM;
266 }
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 DRM_ERROR("Failed reserving FIFO space for shader "
295 "unbinding.\n");
296 return -ENOMEM;
297 }
298
299 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
300 cmd->header.size = sizeof(cmd->body);
301 cmd->body.shid = res->id;
302 cmd->body.mobid = SVGA3D_INVALID_ID;
303 cmd->body.offsetInBytes = 0;
304 vmw_fifo_commit(dev_priv, sizeof(*cmd));
305
306 /*
307 * Create a fence object and fence the backup buffer.
308 */
309
310 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
311 &fence, NULL);
312
313 vmw_fence_single_bo(val_buf->bo, fence);
314
315 if (likely(fence != NULL))
316 vmw_fence_obj_unreference(&fence);
317
318 return 0;
319 }
320
321 static int vmw_gb_shader_destroy(struct vmw_resource *res)
322 {
323 struct vmw_private *dev_priv = res->dev_priv;
324 struct {
325 SVGA3dCmdHeader header;
326 SVGA3dCmdDestroyGBShader body;
327 } *cmd;
328
329 if (likely(res->id == -1))
330 return 0;
331
332 mutex_lock(&dev_priv->binding_mutex);
333 vmw_binding_res_list_scrub(&res->binding_head);
334
335 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
336 if (unlikely(cmd == NULL)) {
337 DRM_ERROR("Failed reserving FIFO space for shader "
338 "destruction.\n");
339 mutex_unlock(&dev_priv->binding_mutex);
340 return -ENOMEM;
341 }
342
343 cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
344 cmd->header.size = sizeof(cmd->body);
345 cmd->body.shid = res->id;
346 vmw_fifo_commit(dev_priv, sizeof(*cmd));
347 mutex_unlock(&dev_priv->binding_mutex);
348 vmw_resource_release_id(res);
349 vmw_fifo_resource_dec(dev_priv);
350
351 return 0;
352 }
353
354 /*
355 * DX shader code:
356 */
357
358 /**
359 * vmw_dx_shader_commit_notify - Notify that a shader operation has been
360 * committed to hardware from a user-supplied command stream.
361 *
362 * @res: Pointer to the shader resource.
363 * @state: Indicating whether a creation or removal has been committed.
364 *
365 */
366 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
367 enum vmw_cmdbuf_res_state state)
368 {
369 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
370 struct vmw_private *dev_priv = res->dev_priv;
371
372 if (state == VMW_CMDBUF_RES_ADD) {
373 mutex_lock(&dev_priv->binding_mutex);
374 vmw_cotable_add_resource(shader->cotable,
375 &shader->cotable_head);
376 shader->committed = true;
377 res->id = shader->id;
378 mutex_unlock(&dev_priv->binding_mutex);
379 } else {
380 mutex_lock(&dev_priv->binding_mutex);
381 list_del_init(&shader->cotable_head);
382 shader->committed = false;
383 res->id = -1;
384 mutex_unlock(&dev_priv->binding_mutex);
385 }
386 }
387
388 /**
389 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
390 *
391 * @res: The shader resource
392 *
393 * This function reverts a scrub operation.
394 */
395 static int vmw_dx_shader_unscrub(struct vmw_resource *res)
396 {
397 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
398 struct vmw_private *dev_priv = res->dev_priv;
399 struct {
400 SVGA3dCmdHeader header;
401 SVGA3dCmdDXBindShader body;
402 } *cmd;
403
404 if (!list_empty(&shader->cotable_head) || !shader->committed)
405 return 0;
406
407 cmd = vmw_fifo_reserve_dx(dev_priv, sizeof(*cmd),
408 shader->ctx->id);
409 if (unlikely(cmd == NULL)) {
410 DRM_ERROR("Failed reserving FIFO space for shader "
411 "scrubbing.\n");
412 return -ENOMEM;
413 }
414
415 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
416 cmd->header.size = sizeof(cmd->body);
417 cmd->body.cid = shader->ctx->id;
418 cmd->body.shid = shader->id;
419 cmd->body.mobid = res->backup->base.mem.start;
420 cmd->body.offsetInBytes = res->backup_offset;
421 vmw_fifo_commit(dev_priv, sizeof(*cmd));
422
423 vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
424
425 return 0;
426 }
427
428 /**
429 * vmw_dx_shader_create - The DX shader create callback
430 *
431 * @res: The DX shader resource
432 *
433 * The create callback is called as part of resource validation and
434 * makes sure that we unscrub the shader if it's previously been scrubbed.
435 */
436 static int vmw_dx_shader_create(struct vmw_resource *res)
437 {
438 struct vmw_private *dev_priv = res->dev_priv;
439 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
440 int ret = 0;
441
442 WARN_ON_ONCE(!shader->committed);
443
444 if (!list_empty(&res->mob_head)) {
445 mutex_lock(&dev_priv->binding_mutex);
446 ret = vmw_dx_shader_unscrub(res);
447 mutex_unlock(&dev_priv->binding_mutex);
448 }
449
450 res->id = shader->id;
451 return ret;
452 }
453
454 /**
455 * vmw_dx_shader_bind - The DX shader bind callback
456 *
457 * @res: The DX shader resource
458 * @val_buf: Pointer to the validate buffer.
459 *
460 */
461 static int vmw_dx_shader_bind(struct vmw_resource *res,
462 struct ttm_validate_buffer *val_buf)
463 {
464 struct vmw_private *dev_priv = res->dev_priv;
465 struct ttm_buffer_object *bo = val_buf->bo;
466
467 BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
468 mutex_lock(&dev_priv->binding_mutex);
469 vmw_dx_shader_unscrub(res);
470 mutex_unlock(&dev_priv->binding_mutex);
471
472 return 0;
473 }
474
475 /**
476 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
477 *
478 * @res: The shader resource
479 *
480 * This function unbinds a MOB from the DX shader without requiring the
481 * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
482 * However, once the driver eventually decides to unbind the MOB, it doesn't
483 * need to access the context.
484 */
485 static int vmw_dx_shader_scrub(struct vmw_resource *res)
486 {
487 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
488 struct vmw_private *dev_priv = res->dev_priv;
489 struct {
490 SVGA3dCmdHeader header;
491 SVGA3dCmdDXBindShader body;
492 } *cmd;
493
494 if (list_empty(&shader->cotable_head))
495 return 0;
496
497 WARN_ON_ONCE(!shader->committed);
498 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
499 if (unlikely(cmd == NULL)) {
500 DRM_ERROR("Failed reserving FIFO space for shader "
501 "scrubbing.\n");
502 return -ENOMEM;
503 }
504
505 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
506 cmd->header.size = sizeof(cmd->body);
507 cmd->body.cid = shader->ctx->id;
508 cmd->body.shid = res->id;
509 cmd->body.mobid = SVGA3D_INVALID_ID;
510 cmd->body.offsetInBytes = 0;
511 vmw_fifo_commit(dev_priv, sizeof(*cmd));
512 res->id = -1;
513 list_del_init(&shader->cotable_head);
514
515 return 0;
516 }
517
518 /**
519 * vmw_dx_shader_unbind - The dx shader unbind callback.
520 *
521 * @res: The shader resource
522 * @readback: Whether this is a readback unbind. Currently unused.
523 * @val_buf: MOB buffer information.
524 */
525 static int vmw_dx_shader_unbind(struct vmw_resource *res,
526 bool readback,
527 struct ttm_validate_buffer *val_buf)
528 {
529 struct vmw_private *dev_priv = res->dev_priv;
530 struct vmw_fence_obj *fence;
531 int ret;
532
533 BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
534
535 mutex_lock(&dev_priv->binding_mutex);
536 ret = vmw_dx_shader_scrub(res);
537 mutex_unlock(&dev_priv->binding_mutex);
538
539 if (ret)
540 return ret;
541
542 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
543 &fence, NULL);
544 vmw_fence_single_bo(val_buf->bo, fence);
545
546 if (likely(fence != NULL))
547 vmw_fence_obj_unreference(&fence);
548
549 return 0;
550 }
551
552 /**
553 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
554 * DX shaders.
555 *
556 * @dev_priv: Pointer to device private structure.
557 * @list: The list of cotable resources.
558 * @readback: Whether the call was part of a readback unbind.
559 *
560 * Scrubs all shader MOBs so that any subsequent shader unbind or shader
561 * destroy operation won't need to swap in the context.
562 */
563 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
564 struct list_head *list,
565 bool readback)
566 {
567 struct vmw_dx_shader *entry, *next;
568
569 WARN_ON_ONCE(!mutex_is_locked(&dev_priv->binding_mutex));
570
571 list_for_each_entry_safe(entry, next, list, cotable_head) {
572 WARN_ON(vmw_dx_shader_scrub(&entry->res));
573 if (!readback)
574 entry->committed = false;
575 }
576 }
577
578 /**
579 * vmw_dx_shader_res_free - The DX shader free callback
580 *
581 * @res: The shader resource
582 *
583 * Frees the DX shader resource and updates memory accounting.
584 */
585 static void vmw_dx_shader_res_free(struct vmw_resource *res)
586 {
587 struct vmw_private *dev_priv = res->dev_priv;
588 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
589
590 vmw_resource_unreference(&shader->cotable);
591 kfree(shader);
592 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
593 }
594
595 /**
596 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
597 * resource.
598 *
599 * @man: The command buffer resource manager.
600 * @ctx: Pointer to the context resource.
601 * @user_key: The id used for this shader.
602 * @shader_type: The shader type.
603 * @list: The list of staged command buffer managed resources.
604 */
605 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
606 struct vmw_resource *ctx,
607 u32 user_key,
608 SVGA3dShaderType shader_type,
609 struct list_head *list)
610 {
611 struct vmw_dx_shader *shader;
612 struct vmw_resource *res;
613 struct vmw_private *dev_priv = ctx->dev_priv;
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 false, true);
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
661 out_resource_init:
662 vmw_resource_unreference(&res);
663
664 return ret;
665 }
666
667
668
669 /**
670 * User-space shader management:
671 */
672
673 static struct vmw_resource *
674 vmw_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
680 static 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
691 static 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
706 static 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
715 int 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
725 static 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 int ret;
738
739 /*
740 * Approximate idr memory usage with 128 bytes. It will be limited
741 * by maximum number_of shaders anyway.
742 */
743 if (unlikely(vmw_user_shader_size == 0))
744 vmw_user_shader_size =
745 ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
746
747 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
748 vmw_user_shader_size,
749 false, true);
750 if (unlikely(ret != 0)) {
751 if (ret != -ERESTARTSYS)
752 DRM_ERROR("Out of graphics memory for shader "
753 "creation.\n");
754 goto out;
755 }
756
757 ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
758 if (unlikely(ushader == NULL)) {
759 ttm_mem_global_free(vmw_mem_glob(dev_priv),
760 vmw_user_shader_size);
761 ret = -ENOMEM;
762 goto out;
763 }
764
765 res = &ushader->shader.res;
766 ushader->base.shareable = false;
767 ushader->base.tfile = NULL;
768
769 /*
770 * From here on, the destructor takes over resource freeing.
771 */
772
773 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
774 offset, shader_type, num_input_sig,
775 num_output_sig, buffer,
776 vmw_user_shader_free);
777 if (unlikely(ret != 0))
778 goto out;
779
780 tmp = vmw_resource_reference(res);
781 ret = ttm_base_object_init(tfile, &ushader->base, false,
782 VMW_RES_SHADER,
783 &vmw_user_shader_base_release, NULL);
784
785 if (unlikely(ret != 0)) {
786 vmw_resource_unreference(&tmp);
787 goto out_err;
788 }
789
790 if (handle)
791 *handle = ushader->base.hash.key;
792 out_err:
793 vmw_resource_unreference(&res);
794 out:
795 return ret;
796 }
797
798
799 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
800 struct vmw_dma_buffer *buffer,
801 size_t shader_size,
802 size_t offset,
803 SVGA3dShaderType shader_type)
804 {
805 struct vmw_shader *shader;
806 struct vmw_resource *res;
807 int ret;
808
809 /*
810 * Approximate idr memory usage with 128 bytes. It will be limited
811 * by maximum number_of shaders anyway.
812 */
813 if (unlikely(vmw_shader_size == 0))
814 vmw_shader_size =
815 ttm_round_pot(sizeof(struct vmw_shader)) + 128;
816
817 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
818 vmw_shader_size,
819 false, true);
820 if (unlikely(ret != 0)) {
821 if (ret != -ERESTARTSYS)
822 DRM_ERROR("Out of graphics memory for shader "
823 "creation.\n");
824 goto out_err;
825 }
826
827 shader = kzalloc(sizeof(*shader), GFP_KERNEL);
828 if (unlikely(shader == NULL)) {
829 ttm_mem_global_free(vmw_mem_glob(dev_priv),
830 vmw_shader_size);
831 ret = -ENOMEM;
832 goto out_err;
833 }
834
835 res = &shader->res;
836
837 /*
838 * From here on, the destructor takes over resource freeing.
839 */
840 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
841 offset, shader_type, 0, 0, buffer,
842 vmw_shader_free);
843
844 out_err:
845 return ret ? ERR_PTR(ret) : res;
846 }
847
848
849 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
850 enum drm_vmw_shader_type shader_type_drm,
851 u32 buffer_handle, size_t size, size_t offset,
852 uint8_t num_input_sig, uint8_t num_output_sig,
853 uint32_t *shader_handle)
854 {
855 struct vmw_private *dev_priv = vmw_priv(dev);
856 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
857 struct vmw_dma_buffer *buffer = NULL;
858 SVGA3dShaderType shader_type;
859 int ret;
860
861 if (buffer_handle != SVGA3D_INVALID_ID) {
862 ret = vmw_user_dmabuf_lookup(tfile, buffer_handle,
863 &buffer, NULL);
864 if (unlikely(ret != 0)) {
865 DRM_ERROR("Could not find buffer for shader "
866 "creation.\n");
867 return ret;
868 }
869
870 if ((u64)buffer->base.num_pages * PAGE_SIZE <
871 (u64)size + (u64)offset) {
872 DRM_ERROR("Illegal buffer- or shader size.\n");
873 ret = -EINVAL;
874 goto out_bad_arg;
875 }
876 }
877
878 switch (shader_type_drm) {
879 case drm_vmw_shader_type_vs:
880 shader_type = SVGA3D_SHADERTYPE_VS;
881 break;
882 case drm_vmw_shader_type_ps:
883 shader_type = SVGA3D_SHADERTYPE_PS;
884 break;
885 default:
886 DRM_ERROR("Illegal shader type.\n");
887 ret = -EINVAL;
888 goto out_bad_arg;
889 }
890
891 ret = ttm_read_lock(&dev_priv->reservation_sem, true);
892 if (unlikely(ret != 0))
893 goto out_bad_arg;
894
895 ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
896 shader_type, num_input_sig,
897 num_output_sig, tfile, shader_handle);
898
899 ttm_read_unlock(&dev_priv->reservation_sem);
900 out_bad_arg:
901 vmw_dmabuf_unreference(&buffer);
902 return ret;
903 }
904
905 /**
906 * vmw_shader_id_ok - Check whether a compat shader user key and
907 * shader type are within valid bounds.
908 *
909 * @user_key: User space id of the shader.
910 * @shader_type: Shader type.
911 *
912 * Returns true if valid false if not.
913 */
914 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
915 {
916 return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
917 }
918
919 /**
920 * vmw_shader_key - Compute a hash key suitable for a compat shader.
921 *
922 * @user_key: User space id of the shader.
923 * @shader_type: Shader type.
924 *
925 * Returns a hash key suitable for a command buffer managed resource
926 * manager hash table.
927 */
928 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
929 {
930 return user_key | (shader_type << 20);
931 }
932
933 /**
934 * vmw_shader_remove - Stage a compat shader for removal.
935 *
936 * @man: Pointer to the compat shader manager identifying the shader namespace.
937 * @user_key: The key that is used to identify the shader. The key is
938 * unique to the shader type.
939 * @shader_type: Shader type.
940 * @list: Caller's list of staged command buffer resource actions.
941 */
942 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
943 u32 user_key, SVGA3dShaderType shader_type,
944 struct list_head *list)
945 {
946 struct vmw_resource *dummy;
947
948 if (!vmw_shader_id_ok(user_key, shader_type))
949 return -EINVAL;
950
951 return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
952 vmw_shader_key(user_key, shader_type),
953 list, &dummy);
954 }
955
956 /**
957 * vmw_compat_shader_add - Create a compat shader and stage it for addition
958 * as a command buffer managed resource.
959 *
960 * @man: Pointer to the compat shader manager identifying the shader namespace.
961 * @user_key: The key that is used to identify the shader. The key is
962 * unique to the shader type.
963 * @bytecode: Pointer to the bytecode of the shader.
964 * @shader_type: Shader type.
965 * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
966 * to be created with.
967 * @list: Caller's list of staged command buffer resource actions.
968 *
969 */
970 int vmw_compat_shader_add(struct vmw_private *dev_priv,
971 struct vmw_cmdbuf_res_manager *man,
972 u32 user_key, const void *bytecode,
973 SVGA3dShaderType shader_type,
974 size_t size,
975 struct list_head *list)
976 {
977 struct vmw_dma_buffer *buf;
978 struct ttm_bo_kmap_obj map;
979 bool is_iomem;
980 int ret;
981 struct vmw_resource *res;
982
983 if (!vmw_shader_id_ok(user_key, shader_type))
984 return -EINVAL;
985
986 /* Allocate and pin a DMA buffer */
987 buf = kzalloc(sizeof(*buf), GFP_KERNEL);
988 if (unlikely(buf == NULL))
989 return -ENOMEM;
990
991 ret = vmw_dmabuf_init(dev_priv, buf, size, &vmw_sys_ne_placement,
992 true, vmw_dmabuf_bo_free);
993 if (unlikely(ret != 0))
994 goto out;
995
996 ret = ttm_bo_reserve(&buf->base, false, true, false, NULL);
997 if (unlikely(ret != 0))
998 goto no_reserve;
999
1000 /* Map and copy shader bytecode. */
1001 ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
1002 &map);
1003 if (unlikely(ret != 0)) {
1004 ttm_bo_unreserve(&buf->base);
1005 goto no_reserve;
1006 }
1007
1008 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
1009 WARN_ON(is_iomem);
1010
1011 ttm_bo_kunmap(&map);
1012 ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, false, true);
1013 WARN_ON(ret != 0);
1014 ttm_bo_unreserve(&buf->base);
1015
1016 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1017 if (unlikely(ret != 0))
1018 goto no_reserve;
1019
1020 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1021 vmw_shader_key(user_key, shader_type),
1022 res, list);
1023 vmw_resource_unreference(&res);
1024 no_reserve:
1025 vmw_dmabuf_unreference(&buf);
1026 out:
1027 return ret;
1028 }
1029
1030 /**
1031 * vmw_shader_lookup - Look up a compat shader
1032 *
1033 * @man: Pointer to the command buffer managed resource manager identifying
1034 * the shader namespace.
1035 * @user_key: The user space id of the shader.
1036 * @shader_type: The shader type.
1037 *
1038 * Returns a refcounted pointer to a struct vmw_resource if the shader was
1039 * found. An error pointer otherwise.
1040 */
1041 struct vmw_resource *
1042 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1043 u32 user_key,
1044 SVGA3dShaderType shader_type)
1045 {
1046 if (!vmw_shader_id_ok(user_key, shader_type))
1047 return ERR_PTR(-EINVAL);
1048
1049 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1050 vmw_shader_key(user_key, shader_type));
1051 }
1052
1053 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1054 struct drm_file *file_priv)
1055 {
1056 struct drm_vmw_shader_create_arg *arg =
1057 (struct drm_vmw_shader_create_arg *)data;
1058
1059 return vmw_shader_define(dev, file_priv, arg->shader_type,
1060 arg->buffer_handle,
1061 arg->size, arg->offset,
1062 0, 0,
1063 &arg->shader_handle);
1064 }
1065