1 // SPDX-License-Identifier: GPL-2.0 OR MIT
2 /**************************************************************************
3 *
4 * Copyright 2009-2023 VMware, Inc., Palo Alto, CA., USA
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 * USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 #include <drm/ttm/ttm_placement.h>
29
30 #include "vmwgfx_binding.h"
31 #include "vmwgfx_bo.h"
32 #include "vmwgfx_drv.h"
33 #include "vmwgfx_resource_priv.h"
34
35 struct vmw_shader {
36 struct vmw_resource res;
37 SVGA3dShaderType type;
38 uint32_t size;
39 uint8_t num_input_sig;
40 uint8_t num_output_sig;
41 };
42
43 struct vmw_user_shader {
44 struct ttm_base_object base;
45 struct vmw_shader shader;
46 };
47
48 struct vmw_dx_shader {
49 struct vmw_resource res;
50 struct vmw_resource *ctx;
51 struct vmw_resource *cotable;
52 u32 id;
53 bool committed;
54 struct list_head cotable_head;
55 };
56
57 static void vmw_user_shader_free(struct vmw_resource *res);
58 static struct vmw_resource *
59 vmw_user_shader_base_to_res(struct ttm_base_object *base);
60
61 static int vmw_gb_shader_create(struct vmw_resource *res);
62 static int vmw_gb_shader_bind(struct vmw_resource *res,
63 struct ttm_validate_buffer *val_buf);
64 static int vmw_gb_shader_unbind(struct vmw_resource *res,
65 bool readback,
66 struct ttm_validate_buffer *val_buf);
67 static int vmw_gb_shader_destroy(struct vmw_resource *res);
68
69 static int vmw_dx_shader_create(struct vmw_resource *res);
70 static int vmw_dx_shader_bind(struct vmw_resource *res,
71 struct ttm_validate_buffer *val_buf);
72 static int vmw_dx_shader_unbind(struct vmw_resource *res,
73 bool readback,
74 struct ttm_validate_buffer *val_buf);
75 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
76 enum vmw_cmdbuf_res_state state);
77 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
78 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
79
80 static const struct vmw_user_resource_conv user_shader_conv = {
81 .object_type = VMW_RES_SHADER,
82 .base_obj_to_res = vmw_user_shader_base_to_res,
83 .res_free = vmw_user_shader_free
84 };
85
86 const struct vmw_user_resource_conv *user_shader_converter =
87 &user_shader_conv;
88
89
90 static const struct vmw_res_func vmw_gb_shader_func = {
91 .res_type = vmw_res_shader,
92 .needs_guest_memory = true,
93 .may_evict = true,
94 .prio = 3,
95 .dirty_prio = 3,
96 .type_name = "guest backed shaders",
97 .domain = VMW_BO_DOMAIN_MOB,
98 .busy_domain = VMW_BO_DOMAIN_MOB,
99 .create = vmw_gb_shader_create,
100 .destroy = vmw_gb_shader_destroy,
101 .bind = vmw_gb_shader_bind,
102 .unbind = vmw_gb_shader_unbind
103 };
104
105 static const struct vmw_res_func vmw_dx_shader_func = {
106 .res_type = vmw_res_shader,
107 .needs_guest_memory = true,
108 .may_evict = true,
109 .prio = 3,
110 .dirty_prio = 3,
111 .type_name = "dx shaders",
112 .domain = VMW_BO_DOMAIN_MOB,
113 .busy_domain = VMW_BO_DOMAIN_MOB,
114 .create = vmw_dx_shader_create,
115 /*
116 * The destroy callback is only called with a committed resource on
117 * context destroy, in which case we destroy the cotable anyway,
118 * so there's no need to destroy DX shaders separately.
119 */
120 .destroy = NULL,
121 .bind = vmw_dx_shader_bind,
122 .unbind = vmw_dx_shader_unbind,
123 .commit_notify = vmw_dx_shader_commit_notify,
124 };
125
126 /*
127 * Shader management:
128 */
129
130 static inline struct vmw_shader *
vmw_res_to_shader(struct vmw_resource * res)131 vmw_res_to_shader(struct vmw_resource *res)
132 {
133 return container_of(res, struct vmw_shader, res);
134 }
135
136 /**
137 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
138 * struct vmw_dx_shader
139 *
140 * @res: Pointer to the struct vmw_resource.
141 */
142 static inline struct vmw_dx_shader *
vmw_res_to_dx_shader(struct vmw_resource * res)143 vmw_res_to_dx_shader(struct vmw_resource *res)
144 {
145 return container_of(res, struct vmw_dx_shader, res);
146 }
147
vmw_hw_shader_destroy(struct vmw_resource * res)148 static void vmw_hw_shader_destroy(struct vmw_resource *res)
149 {
150 if (likely(res->func->destroy))
151 (void) res->func->destroy(res);
152 else
153 res->id = -1;
154 }
155
156
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_bo * byte_code,void (* res_free)(struct vmw_resource * res))157 static int vmw_gb_shader_init(struct vmw_private *dev_priv,
158 struct vmw_resource *res,
159 uint32_t size,
160 uint64_t offset,
161 SVGA3dShaderType type,
162 uint8_t num_input_sig,
163 uint8_t num_output_sig,
164 struct vmw_bo *byte_code,
165 void (*res_free) (struct vmw_resource *res))
166 {
167 struct vmw_shader *shader = vmw_res_to_shader(res);
168 int ret;
169
170 ret = vmw_resource_init(dev_priv, res, true, res_free,
171 &vmw_gb_shader_func);
172
173 if (unlikely(ret != 0)) {
174 if (res_free)
175 res_free(res);
176 else
177 kfree(res);
178 return ret;
179 }
180
181 res->guest_memory_size = size;
182 if (byte_code) {
183 res->guest_memory_bo = vmw_user_bo_ref(byte_code);
184 res->guest_memory_offset = offset;
185 }
186 shader->size = size;
187 shader->type = type;
188 shader->num_input_sig = num_input_sig;
189 shader->num_output_sig = num_output_sig;
190
191 res->hw_destroy = vmw_hw_shader_destroy;
192 return 0;
193 }
194
195 /*
196 * GB shader code:
197 */
198
vmw_gb_shader_create(struct vmw_resource * res)199 static int vmw_gb_shader_create(struct vmw_resource *res)
200 {
201 struct vmw_private *dev_priv = res->dev_priv;
202 struct vmw_shader *shader = vmw_res_to_shader(res);
203 int ret;
204 struct {
205 SVGA3dCmdHeader header;
206 SVGA3dCmdDefineGBShader body;
207 } *cmd;
208
209 if (likely(res->id != -1))
210 return 0;
211
212 ret = vmw_resource_alloc_id(res);
213 if (unlikely(ret != 0)) {
214 DRM_ERROR("Failed to allocate a shader id.\n");
215 goto out_no_id;
216 }
217
218 if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
219 ret = -EBUSY;
220 goto out_no_fifo;
221 }
222
223 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
224 if (unlikely(cmd == NULL)) {
225 ret = -ENOMEM;
226 goto out_no_fifo;
227 }
228
229 cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
230 cmd->header.size = sizeof(cmd->body);
231 cmd->body.shid = res->id;
232 cmd->body.type = shader->type;
233 cmd->body.sizeInBytes = shader->size;
234 vmw_cmd_commit(dev_priv, sizeof(*cmd));
235 vmw_fifo_resource_inc(dev_priv);
236
237 return 0;
238
239 out_no_fifo:
240 vmw_resource_release_id(res);
241 out_no_id:
242 return ret;
243 }
244
vmw_gb_shader_bind(struct vmw_resource * res,struct ttm_validate_buffer * val_buf)245 static int vmw_gb_shader_bind(struct vmw_resource *res,
246 struct ttm_validate_buffer *val_buf)
247 {
248 struct vmw_private *dev_priv = res->dev_priv;
249 struct {
250 SVGA3dCmdHeader header;
251 SVGA3dCmdBindGBShader body;
252 } *cmd;
253 struct ttm_buffer_object *bo = val_buf->bo;
254
255 BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
256
257 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
258 if (unlikely(cmd == NULL))
259 return -ENOMEM;
260
261 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
262 cmd->header.size = sizeof(cmd->body);
263 cmd->body.shid = res->id;
264 cmd->body.mobid = bo->resource->start;
265 cmd->body.offsetInBytes = res->guest_memory_offset;
266 res->guest_memory_dirty = false;
267 vmw_cmd_commit(dev_priv, sizeof(*cmd));
268
269 return 0;
270 }
271
vmw_gb_shader_unbind(struct vmw_resource * res,bool readback,struct ttm_validate_buffer * val_buf)272 static int vmw_gb_shader_unbind(struct vmw_resource *res,
273 bool readback,
274 struct ttm_validate_buffer *val_buf)
275 {
276 struct vmw_private *dev_priv = res->dev_priv;
277 struct {
278 SVGA3dCmdHeader header;
279 SVGA3dCmdBindGBShader body;
280 } *cmd;
281 struct vmw_fence_obj *fence;
282
283 BUG_ON(res->guest_memory_bo->tbo.resource->mem_type != VMW_PL_MOB);
284
285 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
286 if (unlikely(cmd == NULL))
287 return -ENOMEM;
288
289 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
290 cmd->header.size = sizeof(cmd->body);
291 cmd->body.shid = res->id;
292 cmd->body.mobid = SVGA3D_INVALID_ID;
293 cmd->body.offsetInBytes = 0;
294 vmw_cmd_commit(dev_priv, sizeof(*cmd));
295
296 /*
297 * Create a fence object and fence the backup buffer.
298 */
299
300 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
301 &fence, NULL);
302
303 vmw_bo_fence_single(val_buf->bo, fence);
304
305 if (likely(fence != NULL))
306 vmw_fence_obj_unreference(&fence);
307
308 return 0;
309 }
310
vmw_gb_shader_destroy(struct vmw_resource * res)311 static int vmw_gb_shader_destroy(struct vmw_resource *res)
312 {
313 struct vmw_private *dev_priv = res->dev_priv;
314 struct {
315 SVGA3dCmdHeader header;
316 SVGA3dCmdDestroyGBShader body;
317 } *cmd;
318
319 if (likely(res->id == -1))
320 return 0;
321
322 mutex_lock(&dev_priv->binding_mutex);
323 vmw_binding_res_list_scrub(&res->binding_head);
324
325 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
326 if (unlikely(cmd == NULL)) {
327 mutex_unlock(&dev_priv->binding_mutex);
328 return -ENOMEM;
329 }
330
331 cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
332 cmd->header.size = sizeof(cmd->body);
333 cmd->body.shid = res->id;
334 vmw_cmd_commit(dev_priv, sizeof(*cmd));
335 mutex_unlock(&dev_priv->binding_mutex);
336 vmw_resource_release_id(res);
337 vmw_fifo_resource_dec(dev_priv);
338
339 return 0;
340 }
341
342 /*
343 * DX shader code:
344 */
345
346 /**
347 * vmw_dx_shader_commit_notify - Notify that a shader operation has been
348 * committed to hardware from a user-supplied command stream.
349 *
350 * @res: Pointer to the shader resource.
351 * @state: Indicating whether a creation or removal has been committed.
352 *
353 */
vmw_dx_shader_commit_notify(struct vmw_resource * res,enum vmw_cmdbuf_res_state state)354 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
355 enum vmw_cmdbuf_res_state state)
356 {
357 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
358 struct vmw_private *dev_priv = res->dev_priv;
359
360 if (state == VMW_CMDBUF_RES_ADD) {
361 mutex_lock(&dev_priv->binding_mutex);
362 vmw_cotable_add_resource(shader->cotable,
363 &shader->cotable_head);
364 shader->committed = true;
365 res->id = shader->id;
366 mutex_unlock(&dev_priv->binding_mutex);
367 } else {
368 mutex_lock(&dev_priv->binding_mutex);
369 list_del_init(&shader->cotable_head);
370 shader->committed = false;
371 res->id = -1;
372 mutex_unlock(&dev_priv->binding_mutex);
373 }
374 }
375
376 /**
377 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
378 *
379 * @res: The shader resource
380 *
381 * This function reverts a scrub operation.
382 */
vmw_dx_shader_unscrub(struct vmw_resource * res)383 static int vmw_dx_shader_unscrub(struct vmw_resource *res)
384 {
385 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
386 struct vmw_private *dev_priv = res->dev_priv;
387 struct {
388 SVGA3dCmdHeader header;
389 SVGA3dCmdDXBindShader body;
390 } *cmd;
391
392 if (!list_empty(&shader->cotable_head) || !shader->committed)
393 return 0;
394
395 cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id);
396 if (unlikely(cmd == NULL))
397 return -ENOMEM;
398
399 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
400 cmd->header.size = sizeof(cmd->body);
401 cmd->body.cid = shader->ctx->id;
402 cmd->body.shid = shader->id;
403 cmd->body.mobid = res->guest_memory_bo->tbo.resource->start;
404 cmd->body.offsetInBytes = res->guest_memory_offset;
405 vmw_cmd_commit(dev_priv, sizeof(*cmd));
406
407 vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
408
409 return 0;
410 }
411
412 /**
413 * vmw_dx_shader_create - The DX shader create callback
414 *
415 * @res: The DX shader resource
416 *
417 * The create callback is called as part of resource validation and
418 * makes sure that we unscrub the shader if it's previously been scrubbed.
419 */
vmw_dx_shader_create(struct vmw_resource * res)420 static int vmw_dx_shader_create(struct vmw_resource *res)
421 {
422 struct vmw_private *dev_priv = res->dev_priv;
423 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
424 int ret = 0;
425
426 WARN_ON_ONCE(!shader->committed);
427
428 if (vmw_resource_mob_attached(res)) {
429 mutex_lock(&dev_priv->binding_mutex);
430 ret = vmw_dx_shader_unscrub(res);
431 mutex_unlock(&dev_priv->binding_mutex);
432 }
433
434 res->id = shader->id;
435 return ret;
436 }
437
438 /**
439 * vmw_dx_shader_bind - The DX shader bind callback
440 *
441 * @res: The DX shader resource
442 * @val_buf: Pointer to the validate buffer.
443 *
444 */
vmw_dx_shader_bind(struct vmw_resource * res,struct ttm_validate_buffer * val_buf)445 static int vmw_dx_shader_bind(struct vmw_resource *res,
446 struct ttm_validate_buffer *val_buf)
447 {
448 struct vmw_private *dev_priv = res->dev_priv;
449 struct ttm_buffer_object *bo = val_buf->bo;
450
451 BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
452 mutex_lock(&dev_priv->binding_mutex);
453 vmw_dx_shader_unscrub(res);
454 mutex_unlock(&dev_priv->binding_mutex);
455
456 return 0;
457 }
458
459 /**
460 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
461 *
462 * @res: The shader resource
463 *
464 * This function unbinds a MOB from the DX shader without requiring the
465 * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
466 * However, once the driver eventually decides to unbind the MOB, it doesn't
467 * need to access the context.
468 */
vmw_dx_shader_scrub(struct vmw_resource * res)469 static int vmw_dx_shader_scrub(struct vmw_resource *res)
470 {
471 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
472 struct vmw_private *dev_priv = res->dev_priv;
473 struct {
474 SVGA3dCmdHeader header;
475 SVGA3dCmdDXBindShader body;
476 } *cmd;
477
478 if (list_empty(&shader->cotable_head))
479 return 0;
480
481 WARN_ON_ONCE(!shader->committed);
482 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
483 if (unlikely(cmd == NULL))
484 return -ENOMEM;
485
486 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
487 cmd->header.size = sizeof(cmd->body);
488 cmd->body.cid = shader->ctx->id;
489 cmd->body.shid = res->id;
490 cmd->body.mobid = SVGA3D_INVALID_ID;
491 cmd->body.offsetInBytes = 0;
492 vmw_cmd_commit(dev_priv, sizeof(*cmd));
493 res->id = -1;
494 list_del_init(&shader->cotable_head);
495
496 return 0;
497 }
498
499 /**
500 * vmw_dx_shader_unbind - The dx shader unbind callback.
501 *
502 * @res: The shader resource
503 * @readback: Whether this is a readback unbind. Currently unused.
504 * @val_buf: MOB buffer information.
505 */
vmw_dx_shader_unbind(struct vmw_resource * res,bool readback,struct ttm_validate_buffer * val_buf)506 static int vmw_dx_shader_unbind(struct vmw_resource *res,
507 bool readback,
508 struct ttm_validate_buffer *val_buf)
509 {
510 struct vmw_private *dev_priv = res->dev_priv;
511 struct vmw_fence_obj *fence;
512 int ret;
513
514 BUG_ON(res->guest_memory_bo->tbo.resource->mem_type != VMW_PL_MOB);
515
516 mutex_lock(&dev_priv->binding_mutex);
517 ret = vmw_dx_shader_scrub(res);
518 mutex_unlock(&dev_priv->binding_mutex);
519
520 if (ret)
521 return ret;
522
523 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
524 &fence, NULL);
525 vmw_bo_fence_single(val_buf->bo, fence);
526
527 if (likely(fence != NULL))
528 vmw_fence_obj_unreference(&fence);
529
530 return 0;
531 }
532
533 /**
534 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
535 * DX shaders.
536 *
537 * @dev_priv: Pointer to device private structure.
538 * @list: The list of cotable resources.
539 * @readback: Whether the call was part of a readback unbind.
540 *
541 * Scrubs all shader MOBs so that any subsequent shader unbind or shader
542 * destroy operation won't need to swap in the context.
543 */
vmw_dx_shader_cotable_list_scrub(struct vmw_private * dev_priv,struct list_head * list,bool readback)544 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
545 struct list_head *list,
546 bool readback)
547 {
548 struct vmw_dx_shader *entry, *next;
549
550 lockdep_assert_held_once(&dev_priv->binding_mutex);
551
552 list_for_each_entry_safe(entry, next, list, cotable_head) {
553 WARN_ON(vmw_dx_shader_scrub(&entry->res));
554 if (!readback)
555 entry->committed = false;
556 }
557 }
558
559 /**
560 * vmw_dx_shader_res_free - The DX shader free callback
561 *
562 * @res: The shader resource
563 *
564 * Frees the DX shader resource.
565 */
vmw_dx_shader_res_free(struct vmw_resource * res)566 static void vmw_dx_shader_res_free(struct vmw_resource *res)
567 {
568 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
569
570 vmw_resource_unreference(&shader->cotable);
571 kfree(shader);
572 }
573
574 /**
575 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
576 * resource.
577 *
578 * @man: The command buffer resource manager.
579 * @ctx: Pointer to the context resource.
580 * @user_key: The id used for this shader.
581 * @shader_type: The shader type.
582 * @list: The list of staged command buffer managed resources.
583 */
vmw_dx_shader_add(struct vmw_cmdbuf_res_manager * man,struct vmw_resource * ctx,u32 user_key,SVGA3dShaderType shader_type,struct list_head * list)584 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
585 struct vmw_resource *ctx,
586 u32 user_key,
587 SVGA3dShaderType shader_type,
588 struct list_head *list)
589 {
590 struct vmw_dx_shader *shader;
591 struct vmw_resource *res;
592 struct vmw_private *dev_priv = ctx->dev_priv;
593 int ret;
594
595 if (!vmw_shader_id_ok(user_key, shader_type))
596 return -EINVAL;
597
598 shader = kmalloc(sizeof(*shader), GFP_KERNEL);
599 if (!shader) {
600 return -ENOMEM;
601 }
602
603 res = &shader->res;
604 shader->ctx = ctx;
605 shader->cotable = vmw_resource_reference
606 (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
607 shader->id = user_key;
608 shader->committed = false;
609 INIT_LIST_HEAD(&shader->cotable_head);
610 ret = vmw_resource_init(dev_priv, res, true,
611 vmw_dx_shader_res_free, &vmw_dx_shader_func);
612 if (ret)
613 goto out_resource_init;
614
615 /*
616 * The user_key name-space is not per shader type for DX shaders,
617 * so when hashing, use a single zero shader type.
618 */
619 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
620 vmw_shader_key(user_key, 0),
621 res, list);
622 if (ret)
623 goto out_resource_init;
624
625 res->id = shader->id;
626 res->hw_destroy = vmw_hw_shader_destroy;
627
628 out_resource_init:
629 vmw_resource_unreference(&res);
630
631 return ret;
632 }
633
634
635
636 /*
637 * User-space shader management:
638 */
639
640 static struct vmw_resource *
vmw_user_shader_base_to_res(struct ttm_base_object * base)641 vmw_user_shader_base_to_res(struct ttm_base_object *base)
642 {
643 return &(container_of(base, struct vmw_user_shader, base)->
644 shader.res);
645 }
646
vmw_user_shader_free(struct vmw_resource * res)647 static void vmw_user_shader_free(struct vmw_resource *res)
648 {
649 struct vmw_user_shader *ushader =
650 container_of(res, struct vmw_user_shader, shader.res);
651
652 ttm_base_object_kfree(ushader, base);
653 }
654
vmw_shader_free(struct vmw_resource * res)655 static void vmw_shader_free(struct vmw_resource *res)
656 {
657 struct vmw_shader *shader = vmw_res_to_shader(res);
658
659 kfree(shader);
660 }
661
662 /*
663 * This function is called when user space has no more references on the
664 * base object. It releases the base-object's reference on the resource object.
665 */
666
vmw_user_shader_base_release(struct ttm_base_object ** p_base)667 static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
668 {
669 struct ttm_base_object *base = *p_base;
670 struct vmw_resource *res = vmw_user_shader_base_to_res(base);
671
672 *p_base = NULL;
673 vmw_resource_unreference(&res);
674 }
675
vmw_shader_destroy_ioctl(struct drm_device * dev,void * data,struct drm_file * file_priv)676 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
677 struct drm_file *file_priv)
678 {
679 struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
680 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
681
682 return ttm_ref_object_base_unref(tfile, arg->handle);
683 }
684
vmw_user_shader_alloc(struct vmw_private * dev_priv,struct vmw_bo * 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)685 static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
686 struct vmw_bo *buffer,
687 size_t shader_size,
688 size_t offset,
689 SVGA3dShaderType shader_type,
690 uint8_t num_input_sig,
691 uint8_t num_output_sig,
692 struct ttm_object_file *tfile,
693 u32 *handle)
694 {
695 struct vmw_user_shader *ushader;
696 struct vmw_resource *res, *tmp;
697 int ret;
698
699 ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
700 if (unlikely(!ushader)) {
701 ret = -ENOMEM;
702 goto out;
703 }
704
705 res = &ushader->shader.res;
706 ushader->base.shareable = false;
707 ushader->base.tfile = NULL;
708
709 /*
710 * From here on, the destructor takes over resource freeing.
711 */
712
713 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
714 offset, shader_type, num_input_sig,
715 num_output_sig, buffer,
716 vmw_user_shader_free);
717 if (unlikely(ret != 0))
718 goto out;
719
720 tmp = vmw_resource_reference(res);
721 ret = ttm_base_object_init(tfile, &ushader->base, false,
722 VMW_RES_SHADER,
723 &vmw_user_shader_base_release);
724
725 if (unlikely(ret != 0)) {
726 vmw_resource_unreference(&tmp);
727 goto out_err;
728 }
729
730 if (handle)
731 *handle = ushader->base.handle;
732 out_err:
733 vmw_resource_unreference(&res);
734 out:
735 return ret;
736 }
737
738
vmw_shader_alloc(struct vmw_private * dev_priv,struct vmw_bo * buffer,size_t shader_size,size_t offset,SVGA3dShaderType shader_type)739 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
740 struct vmw_bo *buffer,
741 size_t shader_size,
742 size_t offset,
743 SVGA3dShaderType shader_type)
744 {
745 struct vmw_shader *shader;
746 struct vmw_resource *res;
747 int ret;
748
749 shader = kzalloc(sizeof(*shader), GFP_KERNEL);
750 if (unlikely(!shader)) {
751 ret = -ENOMEM;
752 goto out_err;
753 }
754
755 res = &shader->res;
756
757 /*
758 * From here on, the destructor takes over resource freeing.
759 */
760 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
761 offset, shader_type, 0, 0, buffer,
762 vmw_shader_free);
763
764 out_err:
765 return ret ? ERR_PTR(ret) : res;
766 }
767
768
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)769 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
770 enum drm_vmw_shader_type shader_type_drm,
771 u32 buffer_handle, size_t size, size_t offset,
772 uint8_t num_input_sig, uint8_t num_output_sig,
773 uint32_t *shader_handle)
774 {
775 struct vmw_private *dev_priv = vmw_priv(dev);
776 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
777 struct vmw_bo *buffer = NULL;
778 SVGA3dShaderType shader_type;
779 int ret;
780
781 if (buffer_handle != SVGA3D_INVALID_ID) {
782 ret = vmw_user_bo_lookup(file_priv, buffer_handle, &buffer);
783 if (unlikely(ret != 0)) {
784 VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
785 return ret;
786 }
787
788 if ((u64)buffer->tbo.base.size < (u64)size + (u64)offset) {
789 VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
790 ret = -EINVAL;
791 goto out_bad_arg;
792 }
793 }
794
795 switch (shader_type_drm) {
796 case drm_vmw_shader_type_vs:
797 shader_type = SVGA3D_SHADERTYPE_VS;
798 break;
799 case drm_vmw_shader_type_ps:
800 shader_type = SVGA3D_SHADERTYPE_PS;
801 break;
802 default:
803 VMW_DEBUG_USER("Illegal shader type.\n");
804 ret = -EINVAL;
805 goto out_bad_arg;
806 }
807
808 ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
809 shader_type, num_input_sig,
810 num_output_sig, tfile, shader_handle);
811 out_bad_arg:
812 vmw_user_bo_unref(&buffer);
813 return ret;
814 }
815
816 /**
817 * vmw_shader_id_ok - Check whether a compat shader user key and
818 * shader type are within valid bounds.
819 *
820 * @user_key: User space id of the shader.
821 * @shader_type: Shader type.
822 *
823 * Returns true if valid false if not.
824 */
vmw_shader_id_ok(u32 user_key,SVGA3dShaderType shader_type)825 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
826 {
827 return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
828 }
829
830 /**
831 * vmw_shader_key - Compute a hash key suitable for a compat shader.
832 *
833 * @user_key: User space id of the shader.
834 * @shader_type: Shader type.
835 *
836 * Returns a hash key suitable for a command buffer managed resource
837 * manager hash table.
838 */
vmw_shader_key(u32 user_key,SVGA3dShaderType shader_type)839 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
840 {
841 return user_key | (shader_type << 20);
842 }
843
844 /**
845 * vmw_shader_remove - Stage a compat shader for removal.
846 *
847 * @man: Pointer to the compat shader manager identifying the shader namespace.
848 * @user_key: The key that is used to identify the shader. The key is
849 * unique to the shader type.
850 * @shader_type: Shader type.
851 * @list: Caller's list of staged command buffer resource actions.
852 */
vmw_shader_remove(struct vmw_cmdbuf_res_manager * man,u32 user_key,SVGA3dShaderType shader_type,struct list_head * list)853 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
854 u32 user_key, SVGA3dShaderType shader_type,
855 struct list_head *list)
856 {
857 struct vmw_resource *dummy;
858
859 if (!vmw_shader_id_ok(user_key, shader_type))
860 return -EINVAL;
861
862 return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
863 vmw_shader_key(user_key, shader_type),
864 list, &dummy);
865 }
866
867 /**
868 * vmw_compat_shader_add - Create a compat shader and stage it for addition
869 * as a command buffer managed resource.
870 *
871 * @dev_priv: Pointer to device private structure.
872 * @man: Pointer to the compat shader manager identifying the shader namespace.
873 * @user_key: The key that is used to identify the shader. The key is
874 * unique to the shader type.
875 * @bytecode: Pointer to the bytecode of the shader.
876 * @shader_type: Shader type.
877 * @size: Command size.
878 * @list: Caller's list of staged command buffer resource actions.
879 *
880 */
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)881 int vmw_compat_shader_add(struct vmw_private *dev_priv,
882 struct vmw_cmdbuf_res_manager *man,
883 u32 user_key, const void *bytecode,
884 SVGA3dShaderType shader_type,
885 size_t size,
886 struct list_head *list)
887 {
888 struct ttm_operation_ctx ctx = { false, true };
889 struct vmw_bo *buf;
890 struct ttm_bo_kmap_obj map;
891 bool is_iomem;
892 int ret;
893 struct vmw_resource *res;
894 struct vmw_bo_params bo_params = {
895 .domain = VMW_BO_DOMAIN_SYS,
896 .busy_domain = VMW_BO_DOMAIN_SYS,
897 .bo_type = ttm_bo_type_device,
898 .size = size,
899 .pin = true
900 };
901
902 if (!vmw_shader_id_ok(user_key, shader_type))
903 return -EINVAL;
904
905 ret = vmw_bo_create(dev_priv, &bo_params, &buf);
906 if (unlikely(ret != 0))
907 goto out;
908
909 ret = ttm_bo_reserve(&buf->tbo, false, true, NULL);
910 if (unlikely(ret != 0))
911 goto no_reserve;
912
913 /* Map and copy shader bytecode. */
914 ret = ttm_bo_kmap(&buf->tbo, 0, PFN_UP(size), &map);
915 if (unlikely(ret != 0)) {
916 ttm_bo_unreserve(&buf->tbo);
917 goto no_reserve;
918 }
919
920 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
921 WARN_ON(is_iomem);
922
923 ttm_bo_kunmap(&map);
924 ret = ttm_bo_validate(&buf->tbo, &buf->placement, &ctx);
925 WARN_ON(ret != 0);
926 ttm_bo_unreserve(&buf->tbo);
927
928 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
929 if (unlikely(ret != 0))
930 goto no_reserve;
931
932 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
933 vmw_shader_key(user_key, shader_type),
934 res, list);
935 vmw_resource_unreference(&res);
936 no_reserve:
937 vmw_bo_unreference(&buf);
938 out:
939 return ret;
940 }
941
942 /**
943 * vmw_shader_lookup - Look up a compat shader
944 *
945 * @man: Pointer to the command buffer managed resource manager identifying
946 * the shader namespace.
947 * @user_key: The user space id of the shader.
948 * @shader_type: The shader type.
949 *
950 * Returns a refcounted pointer to a struct vmw_resource if the shader was
951 * found. An error pointer otherwise.
952 */
953 struct vmw_resource *
vmw_shader_lookup(struct vmw_cmdbuf_res_manager * man,u32 user_key,SVGA3dShaderType shader_type)954 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
955 u32 user_key,
956 SVGA3dShaderType shader_type)
957 {
958 if (!vmw_shader_id_ok(user_key, shader_type))
959 return ERR_PTR(-EINVAL);
960
961 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
962 vmw_shader_key(user_key, shader_type));
963 }
964
vmw_shader_define_ioctl(struct drm_device * dev,void * data,struct drm_file * file_priv)965 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
966 struct drm_file *file_priv)
967 {
968 struct drm_vmw_shader_create_arg *arg =
969 (struct drm_vmw_shader_create_arg *)data;
970
971 return vmw_shader_define(dev, file_priv, arg->shader_type,
972 arg->buffer_handle,
973 arg->size, arg->offset,
974 0, 0,
975 &arg->shader_handle);
976 }
977