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