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|
// SPDX-License-Identifier: GPL-2.0 OR MIT
/**************************************************************************
*
* Copyright 2009-2015 VMware, Inc., Palo Alto, CA., USA
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
* THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
* USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include <drm/ttm/ttm_placement.h>
#include "vmwgfx_drv.h"
#include "vmwgfx_resource_priv.h"
#include "vmwgfx_binding.h"
struct vmw_shader {
struct vmw_resource res;
SVGA3dShaderType type;
uint32_t size;
uint8_t num_input_sig;
uint8_t num_output_sig;
};
struct vmw_user_shader {
struct ttm_base_object base;
struct vmw_shader shader;
};
struct vmw_dx_shader {
struct vmw_resource res;
struct vmw_resource *ctx;
struct vmw_resource *cotable;
u32 id;
bool committed;
struct list_head cotable_head;
};
static uint64_t vmw_user_shader_size;
static uint64_t vmw_shader_size;
static size_t vmw_shader_dx_size;
static void vmw_user_shader_free(struct vmw_resource *res);
static struct vmw_resource *
vmw_user_shader_base_to_res(struct ttm_base_object *base);
static int vmw_gb_shader_create(struct vmw_resource *res);
static int vmw_gb_shader_bind(struct vmw_resource *res,
struct ttm_validate_buffer *val_buf);
static int vmw_gb_shader_unbind(struct vmw_resource *res,
bool readback,
struct ttm_validate_buffer *val_buf);
static int vmw_gb_shader_destroy(struct vmw_resource *res);
static int vmw_dx_shader_create(struct vmw_resource *res);
static int vmw_dx_shader_bind(struct vmw_resource *res,
struct ttm_validate_buffer *val_buf);
static int vmw_dx_shader_unbind(struct vmw_resource *res,
bool readback,
struct ttm_validate_buffer *val_buf);
static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
enum vmw_cmdbuf_res_state state);
static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
static uint64_t vmw_user_shader_size;
static const struct vmw_user_resource_conv user_shader_conv = {
.object_type = VMW_RES_SHADER,
.base_obj_to_res = vmw_user_shader_base_to_res,
.res_free = vmw_user_shader_free
};
const struct vmw_user_resource_conv *user_shader_converter =
&user_shader_conv;
static const struct vmw_res_func vmw_gb_shader_func = {
.res_type = vmw_res_shader,
.needs_backup = true,
.may_evict = true,
.prio = 3,
.dirty_prio = 3,
.type_name = "guest backed shaders",
.backup_placement = &vmw_mob_placement,
.create = vmw_gb_shader_create,
.destroy = vmw_gb_shader_destroy,
.bind = vmw_gb_shader_bind,
.unbind = vmw_gb_shader_unbind
};
static const struct vmw_res_func vmw_dx_shader_func = {
.res_type = vmw_res_shader,
.needs_backup = true,
.may_evict = true,
.prio = 3,
.dirty_prio = 3,
.type_name = "dx shaders",
.backup_placement = &vmw_mob_placement,
.create = vmw_dx_shader_create,
/*
* The destroy callback is only called with a committed resource on
* context destroy, in which case we destroy the cotable anyway,
* so there's no need to destroy DX shaders separately.
*/
.destroy = NULL,
.bind = vmw_dx_shader_bind,
.unbind = vmw_dx_shader_unbind,
.commit_notify = vmw_dx_shader_commit_notify,
};
/*
* Shader management:
*/
static inline struct vmw_shader *
vmw_res_to_shader(struct vmw_resource *res)
{
return container_of(res, struct vmw_shader, res);
}
/**
* vmw_res_to_dx_shader - typecast a struct vmw_resource to a
* struct vmw_dx_shader
*
* @res: Pointer to the struct vmw_resource.
*/
static inline struct vmw_dx_shader *
vmw_res_to_dx_shader(struct vmw_resource *res)
{
return container_of(res, struct vmw_dx_shader, res);
}
static void vmw_hw_shader_destroy(struct vmw_resource *res)
{
if (likely(res->func->destroy))
(void) res->func->destroy(res);
else
res->id = -1;
}
static int vmw_gb_shader_init(struct vmw_private *dev_priv,
struct vmw_resource *res,
uint32_t size,
uint64_t offset,
SVGA3dShaderType type,
uint8_t num_input_sig,
uint8_t num_output_sig,
struct vmw_buffer_object *byte_code,
void (*res_free) (struct vmw_resource *res))
{
struct vmw_shader *shader = vmw_res_to_shader(res);
int ret;
ret = vmw_resource_init(dev_priv, res, true, res_free,
&vmw_gb_shader_func);
if (unlikely(ret != 0)) {
if (res_free)
res_free(res);
else
kfree(res);
return ret;
}
res->backup_size = size;
if (byte_code) {
res->backup = vmw_bo_reference(byte_code);
res->backup_offset = offset;
}
shader->size = size;
shader->type = type;
shader->num_input_sig = num_input_sig;
shader->num_output_sig = num_output_sig;
res->hw_destroy = vmw_hw_shader_destroy;
return 0;
}
/*
* GB shader code:
*/
static int vmw_gb_shader_create(struct vmw_resource *res)
{
struct vmw_private *dev_priv = res->dev_priv;
struct vmw_shader *shader = vmw_res_to_shader(res);
int ret;
struct {
SVGA3dCmdHeader header;
SVGA3dCmdDefineGBShader body;
} *cmd;
if (likely(res->id != -1))
return 0;
ret = vmw_resource_alloc_id(res);
if (unlikely(ret != 0)) {
DRM_ERROR("Failed to allocate a shader id.\n");
goto out_no_id;
}
if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
ret = -EBUSY;
goto out_no_fifo;
}
cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
if (unlikely(cmd == NULL)) {
ret = -ENOMEM;
goto out_no_fifo;
}
cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
cmd->header.size = sizeof(cmd->body);
cmd->body.shid = res->id;
cmd->body.type = shader->type;
cmd->body.sizeInBytes = shader->size;
vmw_cmd_commit(dev_priv, sizeof(*cmd));
vmw_fifo_resource_inc(dev_priv);
return 0;
out_no_fifo:
vmw_resource_release_id(res);
out_no_id:
return ret;
}
static int vmw_gb_shader_bind(struct vmw_resource *res,
struct ttm_validate_buffer *val_buf)
{
struct vmw_private *dev_priv = res->dev_priv;
struct {
SVGA3dCmdHeader header;
SVGA3dCmdBindGBShader body;
} *cmd;
struct ttm_buffer_object *bo = val_buf->bo;
BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
if (unlikely(cmd == NULL))
return -ENOMEM;
cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
cmd->header.size = sizeof(cmd->body);
cmd->body.shid = res->id;
cmd->body.mobid = bo->mem.start;
cmd->body.offsetInBytes = res->backup_offset;
res->backup_dirty = false;
vmw_cmd_commit(dev_priv, sizeof(*cmd));
return 0;
}
static int vmw_gb_shader_unbind(struct vmw_resource *res,
bool readback,
struct ttm_validate_buffer *val_buf)
{
struct vmw_private *dev_priv = res->dev_priv;
struct {
SVGA3dCmdHeader header;
SVGA3dCmdBindGBShader body;
} *cmd;
struct vmw_fence_obj *fence;
BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
if (unlikely(cmd == NULL))
return -ENOMEM;
cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
cmd->header.size = sizeof(cmd->body);
cmd->body.shid = res->id;
cmd->body.mobid = SVGA3D_INVALID_ID;
cmd->body.offsetInBytes = 0;
vmw_cmd_commit(dev_priv, sizeof(*cmd));
/*
* Create a fence object and fence the backup buffer.
*/
(void) vmw_execbuf_fence_commands(NULL, dev_priv,
&fence, NULL);
vmw_bo_fence_single(val_buf->bo, fence);
if (likely(fence != NULL))
vmw_fence_obj_unreference(&fence);
return 0;
}
static int vmw_gb_shader_destroy(struct vmw_resource *res)
{
struct vmw_private *dev_priv = res->dev_priv;
struct {
SVGA3dCmdHeader header;
SVGA3dCmdDestroyGBShader body;
} *cmd;
if (likely(res->id == -1))
return 0;
mutex_lock(&dev_priv->binding_mutex);
vmw_binding_res_list_scrub(&res->binding_head);
cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
if (unlikely(cmd == NULL)) {
mutex_unlock(&dev_priv->binding_mutex);
return -ENOMEM;
}
cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
cmd->header.size = sizeof(cmd->body);
cmd->body.shid = res->id;
vmw_cmd_commit(dev_priv, sizeof(*cmd));
mutex_unlock(&dev_priv->binding_mutex);
vmw_resource_release_id(res);
vmw_fifo_resource_dec(dev_priv);
return 0;
}
/*
* DX shader code:
*/
/**
* vmw_dx_shader_commit_notify - Notify that a shader operation has been
* committed to hardware from a user-supplied command stream.
*
* @res: Pointer to the shader resource.
* @state: Indicating whether a creation or removal has been committed.
*
*/
static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
enum vmw_cmdbuf_res_state state)
{
struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
struct vmw_private *dev_priv = res->dev_priv;
if (state == VMW_CMDBUF_RES_ADD) {
mutex_lock(&dev_priv->binding_mutex);
vmw_cotable_add_resource(shader->cotable,
&shader->cotable_head);
shader->committed = true;
res->id = shader->id;
mutex_unlock(&dev_priv->binding_mutex);
} else {
mutex_lock(&dev_priv->binding_mutex);
list_del_init(&shader->cotable_head);
shader->committed = false;
res->id = -1;
mutex_unlock(&dev_priv->binding_mutex);
}
}
/**
* vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
*
* @res: The shader resource
*
* This function reverts a scrub operation.
*/
static int vmw_dx_shader_unscrub(struct vmw_resource *res)
{
struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
struct vmw_private *dev_priv = res->dev_priv;
struct {
SVGA3dCmdHeader header;
SVGA3dCmdDXBindShader body;
} *cmd;
if (!list_empty(&shader->cotable_head) || !shader->committed)
return 0;
cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id);
if (unlikely(cmd == NULL))
return -ENOMEM;
cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
cmd->header.size = sizeof(cmd->body);
cmd->body.cid = shader->ctx->id;
cmd->body.shid = shader->id;
cmd->body.mobid = res->backup->base.mem.start;
cmd->body.offsetInBytes = res->backup_offset;
vmw_cmd_commit(dev_priv, sizeof(*cmd));
vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
return 0;
}
/**
* vmw_dx_shader_create - The DX shader create callback
*
* @res: The DX shader resource
*
* The create callback is called as part of resource validation and
* makes sure that we unscrub the shader if it's previously been scrubbed.
*/
static int vmw_dx_shader_create(struct vmw_resource *res)
{
struct vmw_private *dev_priv = res->dev_priv;
struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
int ret = 0;
WARN_ON_ONCE(!shader->committed);
if (vmw_resource_mob_attached(res)) {
mutex_lock(&dev_priv->binding_mutex);
ret = vmw_dx_shader_unscrub(res);
mutex_unlock(&dev_priv->binding_mutex);
}
res->id = shader->id;
return ret;
}
/**
* vmw_dx_shader_bind - The DX shader bind callback
*
* @res: The DX shader resource
* @val_buf: Pointer to the validate buffer.
*
*/
static int vmw_dx_shader_bind(struct vmw_resource *res,
struct ttm_validate_buffer *val_buf)
{
struct vmw_private *dev_priv = res->dev_priv;
struct ttm_buffer_object *bo = val_buf->bo;
BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
mutex_lock(&dev_priv->binding_mutex);
vmw_dx_shader_unscrub(res);
mutex_unlock(&dev_priv->binding_mutex);
return 0;
}
/**
* vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
*
* @res: The shader resource
*
* This function unbinds a MOB from the DX shader without requiring the
* MOB dma_buffer to be reserved. The driver still considers the MOB bound.
* However, once the driver eventually decides to unbind the MOB, it doesn't
* need to access the context.
*/
static int vmw_dx_shader_scrub(struct vmw_resource *res)
{
struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
struct vmw_private *dev_priv = res->dev_priv;
struct {
SVGA3dCmdHeader header;
SVGA3dCmdDXBindShader body;
} *cmd;
if (list_empty(&shader->cotable_head))
return 0;
WARN_ON_ONCE(!shader->committed);
cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
if (unlikely(cmd == NULL))
return -ENOMEM;
cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
cmd->header.size = sizeof(cmd->body);
cmd->body.cid = shader->ctx->id;
cmd->body.shid = res->id;
cmd->body.mobid = SVGA3D_INVALID_ID;
cmd->body.offsetInBytes = 0;
vmw_cmd_commit(dev_priv, sizeof(*cmd));
res->id = -1;
list_del_init(&shader->cotable_head);
return 0;
}
/**
* vmw_dx_shader_unbind - The dx shader unbind callback.
*
* @res: The shader resource
* @readback: Whether this is a readback unbind. Currently unused.
* @val_buf: MOB buffer information.
*/
static int vmw_dx_shader_unbind(struct vmw_resource *res,
bool readback,
struct ttm_validate_buffer *val_buf)
{
struct vmw_private *dev_priv = res->dev_priv;
struct vmw_fence_obj *fence;
int ret;
BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
mutex_lock(&dev_priv->binding_mutex);
ret = vmw_dx_shader_scrub(res);
mutex_unlock(&dev_priv->binding_mutex);
if (ret)
return ret;
(void) vmw_execbuf_fence_commands(NULL, dev_priv,
&fence, NULL);
vmw_bo_fence_single(val_buf->bo, fence);
if (likely(fence != NULL))
vmw_fence_obj_unreference(&fence);
return 0;
}
/**
* vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
* DX shaders.
*
* @dev_priv: Pointer to device private structure.
* @list: The list of cotable resources.
* @readback: Whether the call was part of a readback unbind.
*
* Scrubs all shader MOBs so that any subsequent shader unbind or shader
* destroy operation won't need to swap in the context.
*/
void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
struct list_head *list,
bool readback)
{
struct vmw_dx_shader *entry, *next;
lockdep_assert_held_once(&dev_priv->binding_mutex);
list_for_each_entry_safe(entry, next, list, cotable_head) {
WARN_ON(vmw_dx_shader_scrub(&entry->res));
if (!readback)
entry->committed = false;
}
}
/**
* vmw_dx_shader_res_free - The DX shader free callback
*
* @res: The shader resource
*
* Frees the DX shader resource and updates memory accounting.
*/
static void vmw_dx_shader_res_free(struct vmw_resource *res)
{
struct vmw_private *dev_priv = res->dev_priv;
struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
vmw_resource_unreference(&shader->cotable);
kfree(shader);
ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
}
/**
* vmw_dx_shader_add - Add a shader resource as a command buffer managed
* resource.
*
* @man: The command buffer resource manager.
* @ctx: Pointer to the context resource.
* @user_key: The id used for this shader.
* @shader_type: The shader type.
* @list: The list of staged command buffer managed resources.
*/
int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
struct vmw_resource *ctx,
u32 user_key,
SVGA3dShaderType shader_type,
struct list_head *list)
{
struct vmw_dx_shader *shader;
struct vmw_resource *res;
struct vmw_private *dev_priv = ctx->dev_priv;
struct ttm_operation_ctx ttm_opt_ctx = {
.interruptible = true,
.no_wait_gpu = false
};
int ret;
if (!vmw_shader_dx_size)
vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
if (!vmw_shader_id_ok(user_key, shader_type))
return -EINVAL;
ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
&ttm_opt_ctx);
if (ret) {
if (ret != -ERESTARTSYS)
DRM_ERROR("Out of graphics memory for shader "
"creation.\n");
return ret;
}
shader = kmalloc(sizeof(*shader), GFP_KERNEL);
if (!shader) {
ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
return -ENOMEM;
}
res = &shader->res;
shader->ctx = ctx;
shader->cotable = vmw_resource_reference
(vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
shader->id = user_key;
shader->committed = false;
INIT_LIST_HEAD(&shader->cotable_head);
ret = vmw_resource_init(dev_priv, res, true,
vmw_dx_shader_res_free, &vmw_dx_shader_func);
if (ret)
goto out_resource_init;
/*
* The user_key name-space is not per shader type for DX shaders,
* so when hashing, use a single zero shader type.
*/
ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
vmw_shader_key(user_key, 0),
res, list);
if (ret)
goto out_resource_init;
res->id = shader->id;
res->hw_destroy = vmw_hw_shader_destroy;
out_resource_init:
vmw_resource_unreference(&res);
return ret;
}
/*
* User-space shader management:
*/
static struct vmw_resource *
vmw_user_shader_base_to_res(struct ttm_base_object *base)
{
return &(container_of(base, struct vmw_user_shader, base)->
shader.res);
}
static void vmw_user_shader_free(struct vmw_resource *res)
{
struct vmw_user_shader *ushader =
container_of(res, struct vmw_user_shader, shader.res);
struct vmw_private *dev_priv = res->dev_priv;
ttm_base_object_kfree(ushader, base);
ttm_mem_global_free(vmw_mem_glob(dev_priv),
vmw_user_shader_size);
}
static void vmw_shader_free(struct vmw_resource *res)
{
struct vmw_shader *shader = vmw_res_to_shader(res);
struct vmw_private *dev_priv = res->dev_priv;
kfree(shader);
ttm_mem_global_free(vmw_mem_glob(dev_priv),
vmw_shader_size);
}
/*
* This function is called when user space has no more references on the
* base object. It releases the base-object's reference on the resource object.
*/
static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
{
struct ttm_base_object *base = *p_base;
struct vmw_resource *res = vmw_user_shader_base_to_res(base);
*p_base = NULL;
vmw_resource_unreference(&res);
}
int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
return ttm_ref_object_base_unref(tfile, arg->handle,
TTM_REF_USAGE);
}
static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
struct vmw_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)
{
struct vmw_user_shader *ushader;
struct vmw_resource *res, *tmp;
struct ttm_operation_ctx ctx = {
.interruptible = true,
.no_wait_gpu = false
};
int ret;
if (unlikely(vmw_user_shader_size == 0))
vmw_user_shader_size =
ttm_round_pot(sizeof(struct vmw_user_shader)) +
VMW_IDA_ACC_SIZE + TTM_OBJ_EXTRA_SIZE;
ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
vmw_user_shader_size,
&ctx);
if (unlikely(ret != 0)) {
if (ret != -ERESTARTSYS)
DRM_ERROR("Out of graphics memory for shader "
"creation.\n");
goto out;
}
ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
if (unlikely(!ushader)) {
ttm_mem_global_free(vmw_mem_glob(dev_priv),
vmw_user_shader_size);
ret = -ENOMEM;
goto out;
}
res = &ushader->shader.res;
ushader->base.shareable = false;
ushader->base.tfile = NULL;
/*
* From here on, the destructor takes over resource freeing.
*/
ret = vmw_gb_shader_init(dev_priv, res, shader_size,
offset, shader_type, num_input_sig,
num_output_sig, buffer,
vmw_user_shader_free);
if (unlikely(ret != 0))
goto out;
tmp = vmw_resource_reference(res);
ret = ttm_base_object_init(tfile, &ushader->base, false,
VMW_RES_SHADER,
&vmw_user_shader_base_release, NULL);
if (unlikely(ret != 0)) {
vmw_resource_unreference(&tmp);
goto out_err;
}
if (handle)
*handle = ushader->base.handle;
out_err:
vmw_resource_unreference(&res);
out:
return ret;
}
static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
struct vmw_buffer_object *buffer,
size_t shader_size,
size_t offset,
SVGA3dShaderType shader_type)
{
struct vmw_shader *shader;
struct vmw_resource *res;
struct ttm_operation_ctx ctx = {
.interruptible = true,
.no_wait_gpu = false
};
int ret;
if (unlikely(vmw_shader_size == 0))
vmw_shader_size =
ttm_round_pot(sizeof(struct vmw_shader)) +
VMW_IDA_ACC_SIZE;
ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
vmw_shader_size,
&ctx);
if (unlikely(ret != 0)) {
if (ret != -ERESTARTSYS)
DRM_ERROR("Out of graphics memory for shader "
"creation.\n");
goto out_err;
}
shader = kzalloc(sizeof(*shader), GFP_KERNEL);
if (unlikely(!shader)) {
ttm_mem_global_free(vmw_mem_glob(dev_priv),
vmw_shader_size);
ret = -ENOMEM;
goto out_err;
}
res = &shader->res;
/*
* From here on, the destructor takes over resource freeing.
*/
ret = vmw_gb_shader_init(dev_priv, res, shader_size,
offset, shader_type, 0, 0, buffer,
vmw_shader_free);
out_err:
return ret ? ERR_PTR(ret) : res;
}
static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
enum drm_vmw_shader_type shader_type_drm,
u32 buffer_handle, size_t size, size_t offset,
uint8_t num_input_sig, uint8_t num_output_sig,
uint32_t *shader_handle)
{
struct vmw_private *dev_priv = vmw_priv(dev);
struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
struct vmw_buffer_object *buffer = NULL;
SVGA3dShaderType shader_type;
int ret;
if (buffer_handle != SVGA3D_INVALID_ID) {
ret = vmw_user_bo_lookup(tfile, buffer_handle,
&buffer, NULL);
if (unlikely(ret != 0)) {
VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
return ret;
}
if ((u64)buffer->base.base.size < (u64)size + (u64)offset) {
VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
ret = -EINVAL;
goto out_bad_arg;
}
}
switch (shader_type_drm) {
case drm_vmw_shader_type_vs:
shader_type = SVGA3D_SHADERTYPE_VS;
break;
case drm_vmw_shader_type_ps:
shader_type = SVGA3D_SHADERTYPE_PS;
break;
default:
VMW_DEBUG_USER("Illegal shader type.\n");
ret = -EINVAL;
goto out_bad_arg;
}
ret = ttm_read_lock(&dev_priv->reservation_sem, true);
if (unlikely(ret != 0))
goto out_bad_arg;
ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
shader_type, num_input_sig,
num_output_sig, tfile, shader_handle);
ttm_read_unlock(&dev_priv->reservation_sem);
out_bad_arg:
vmw_bo_unreference(&buffer);
return ret;
}
/**
* vmw_shader_id_ok - Check whether a compat shader user key and
* shader type are within valid bounds.
*
* @user_key: User space id of the shader.
* @shader_type: Shader type.
*
* Returns true if valid false if not.
*/
static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
{
return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
}
/**
* vmw_shader_key - Compute a hash key suitable for a compat shader.
*
* @user_key: User space id of the shader.
* @shader_type: Shader type.
*
* Returns a hash key suitable for a command buffer managed resource
* manager hash table.
*/
static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
{
return user_key | (shader_type << 20);
}
/**
* vmw_shader_remove - Stage a compat shader for removal.
*
* @man: Pointer to the compat shader manager identifying the shader namespace.
* @user_key: The key that is used to identify the shader. The key is
* unique to the shader type.
* @shader_type: Shader type.
* @list: Caller's list of staged command buffer resource actions.
*/
int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
u32 user_key, SVGA3dShaderType shader_type,
struct list_head *list)
{
struct vmw_resource *dummy;
if (!vmw_shader_id_ok(user_key, shader_type))
return -EINVAL;
return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
vmw_shader_key(user_key, shader_type),
list, &dummy);
}
/**
* vmw_compat_shader_add - Create a compat shader and stage it for addition
* as a command buffer managed resource.
*
* @dev_priv: Pointer to device private structure.
* @man: Pointer to the compat shader manager identifying the shader namespace.
* @user_key: The key that is used to identify the shader. The key is
* unique to the shader type.
* @bytecode: Pointer to the bytecode of the shader.
* @shader_type: Shader type.
* @size: Command size.
* @list: Caller's list of staged command buffer resource actions.
*
*/
int vmw_compat_shader_add(struct vmw_private *dev_priv,
struct vmw_cmdbuf_res_manager *man,
u32 user_key, const void *bytecode,
SVGA3dShaderType shader_type,
size_t size,
struct list_head *list)
{
struct ttm_operation_ctx ctx = { false, true };
struct vmw_buffer_object *buf;
struct ttm_bo_kmap_obj map;
bool is_iomem;
int ret;
struct vmw_resource *res;
if (!vmw_shader_id_ok(user_key, shader_type))
return -EINVAL;
/* Allocate and pin a DMA buffer */
buf = kzalloc(sizeof(*buf), GFP_KERNEL);
if (unlikely(!buf))
return -ENOMEM;
ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_placement,
true, true, vmw_bo_bo_free);
if (unlikely(ret != 0))
goto out;
ret = ttm_bo_reserve(&buf->base, false, true, NULL);
if (unlikely(ret != 0))
goto no_reserve;
/* Map and copy shader bytecode. */
ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
&map);
if (unlikely(ret != 0)) {
ttm_bo_unreserve(&buf->base);
goto no_reserve;
}
memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
WARN_ON(is_iomem);
ttm_bo_kunmap(&map);
ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
WARN_ON(ret != 0);
ttm_bo_unreserve(&buf->base);
res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
if (unlikely(ret != 0))
goto no_reserve;
ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
vmw_shader_key(user_key, shader_type),
res, list);
vmw_resource_unreference(&res);
no_reserve:
vmw_bo_unreference(&buf);
out:
return ret;
}
/**
* vmw_shader_lookup - Look up a compat shader
*
* @man: Pointer to the command buffer managed resource manager identifying
* the shader namespace.
* @user_key: The user space id of the shader.
* @shader_type: The shader type.
*
* Returns a refcounted pointer to a struct vmw_resource if the shader was
* found. An error pointer otherwise.
*/
struct vmw_resource *
vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
u32 user_key,
SVGA3dShaderType shader_type)
{
if (!vmw_shader_id_ok(user_key, shader_type))
return ERR_PTR(-EINVAL);
return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
vmw_shader_key(user_key, shader_type));
}
int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct drm_vmw_shader_create_arg *arg =
(struct drm_vmw_shader_create_arg *)data;
return vmw_shader_define(dev, file_priv, arg->shader_type,
arg->buffer_handle,
arg->size, arg->offset,
0, 0,
&arg->shader_handle);
}
|