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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 | // 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 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 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->resource->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->resource->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.resource->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.resource->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->resource->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.resource->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. */ static void vmw_dx_shader_res_free(struct vmw_resource *res) { struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); vmw_resource_unreference(&shader->cotable); kfree(shader); } /** * vmw_dx_shader_add - Add a shader resource as a command buffer managed * resource. * * @man: The command buffer resource manager. * @ctx: Pointer to the context resource. * @user_key: The id used for this shader. * @shader_type: The shader type. * @list: The list of staged command buffer managed resources. */ int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man, struct vmw_resource *ctx, u32 user_key, SVGA3dShaderType shader_type, struct list_head *list) { struct vmw_dx_shader *shader; struct vmw_resource *res; struct vmw_private *dev_priv = ctx->dev_priv; int ret; if (!vmw_shader_id_ok(user_key, shader_type)) return -EINVAL; shader = kmalloc(sizeof(*shader), GFP_KERNEL); if (!shader) { 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); ttm_base_object_kfree(ushader, base); } static void vmw_shader_free(struct vmw_resource *res) { struct vmw_shader *shader = vmw_res_to_shader(res); kfree(shader); } /* * 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); } 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; int ret; ushader = kzalloc(sizeof(*ushader), GFP_KERNEL); if (unlikely(!ushader)) { 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); 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; int ret; shader = kzalloc(sizeof(*shader), GFP_KERNEL); if (unlikely(!shader)) { 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(file_priv, buffer_handle, &buffer); 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 = vmw_user_shader_alloc(dev_priv, buffer, size, offset, shader_type, num_input_sig, num_output_sig, tfile, shader_handle); out_bad_arg: vmw_bo_unreference(&buffer); drm_gem_object_put(&buffer->base.base); 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; ret = vmw_bo_create(dev_priv, size, &vmw_sys_placement, true, true, vmw_bo_bo_free, &buf); 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, PFN_UP(size), &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); } |