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 uint64_t vmw_user_shader_size; 57 static uint64_t vmw_shader_size; 58 static size_t vmw_shader_dx_size; 59 60 static void vmw_user_shader_free(struct vmw_resource *res); 61 static struct vmw_resource * 62 vmw_user_shader_base_to_res(struct ttm_base_object *base); 63 64 static int vmw_gb_shader_create(struct vmw_resource *res); 65 static int vmw_gb_shader_bind(struct vmw_resource *res, 66 struct ttm_validate_buffer *val_buf); 67 static int vmw_gb_shader_unbind(struct vmw_resource *res, 68 bool readback, 69 struct ttm_validate_buffer *val_buf); 70 static int vmw_gb_shader_destroy(struct vmw_resource *res); 71 72 static int vmw_dx_shader_create(struct vmw_resource *res); 73 static int vmw_dx_shader_bind(struct vmw_resource *res, 74 struct ttm_validate_buffer *val_buf); 75 static int vmw_dx_shader_unbind(struct vmw_resource *res, 76 bool readback, 77 struct ttm_validate_buffer *val_buf); 78 static void vmw_dx_shader_commit_notify(struct vmw_resource *res, 79 enum vmw_cmdbuf_res_state state); 80 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type); 81 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type); 82 static uint64_t vmw_user_shader_size; 83 84 static const struct vmw_user_resource_conv user_shader_conv = { 85 .object_type = VMW_RES_SHADER, 86 .base_obj_to_res = vmw_user_shader_base_to_res, 87 .res_free = vmw_user_shader_free 88 }; 89 90 const struct vmw_user_resource_conv *user_shader_converter = 91 &user_shader_conv; 92 93 94 static const struct vmw_res_func vmw_gb_shader_func = { 95 .res_type = vmw_res_shader, 96 .needs_backup = true, 97 .may_evict = true, 98 .prio = 3, 99 .dirty_prio = 3, 100 .type_name = "guest backed shaders", 101 .backup_placement = &vmw_mob_placement, 102 .create = vmw_gb_shader_create, 103 .destroy = vmw_gb_shader_destroy, 104 .bind = vmw_gb_shader_bind, 105 .unbind = vmw_gb_shader_unbind 106 }; 107 108 static const struct vmw_res_func vmw_dx_shader_func = { 109 .res_type = vmw_res_shader, 110 .needs_backup = true, 111 .may_evict = true, 112 .prio = 3, 113 .dirty_prio = 3, 114 .type_name = "dx shaders", 115 .backup_placement = &vmw_mob_placement, 116 .create = vmw_dx_shader_create, 117 /* 118 * The destroy callback is only called with a committed resource on 119 * context destroy, in which case we destroy the cotable anyway, 120 * so there's no need to destroy DX shaders separately. 121 */ 122 .destroy = NULL, 123 .bind = vmw_dx_shader_bind, 124 .unbind = vmw_dx_shader_unbind, 125 .commit_notify = vmw_dx_shader_commit_notify, 126 }; 127 128 /* 129 * Shader management: 130 */ 131 132 static inline struct vmw_shader * 133 vmw_res_to_shader(struct vmw_resource *res) 134 { 135 return container_of(res, struct vmw_shader, res); 136 } 137 138 /** 139 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a 140 * struct vmw_dx_shader 141 * 142 * @res: Pointer to the struct vmw_resource. 143 */ 144 static inline struct vmw_dx_shader * 145 vmw_res_to_dx_shader(struct vmw_resource *res) 146 { 147 return container_of(res, struct vmw_dx_shader, res); 148 } 149 150 static void vmw_hw_shader_destroy(struct vmw_resource *res) 151 { 152 if (likely(res->func->destroy)) 153 (void) res->func->destroy(res); 154 else 155 res->id = -1; 156 } 157 158 159 static int vmw_gb_shader_init(struct vmw_private *dev_priv, 160 struct vmw_resource *res, 161 uint32_t size, 162 uint64_t offset, 163 SVGA3dShaderType type, 164 uint8_t num_input_sig, 165 uint8_t num_output_sig, 166 struct vmw_buffer_object *byte_code, 167 void (*res_free) (struct vmw_resource *res)) 168 { 169 struct vmw_shader *shader = vmw_res_to_shader(res); 170 int ret; 171 172 ret = vmw_resource_init(dev_priv, res, true, res_free, 173 &vmw_gb_shader_func); 174 175 if (unlikely(ret != 0)) { 176 if (res_free) 177 res_free(res); 178 else 179 kfree(res); 180 return ret; 181 } 182 183 res->backup_size = size; 184 if (byte_code) { 185 res->backup = vmw_bo_reference(byte_code); 186 res->backup_offset = offset; 187 } 188 shader->size = size; 189 shader->type = type; 190 shader->num_input_sig = num_input_sig; 191 shader->num_output_sig = num_output_sig; 192 193 res->hw_destroy = vmw_hw_shader_destroy; 194 return 0; 195 } 196 197 /* 198 * GB shader code: 199 */ 200 201 static int vmw_gb_shader_create(struct vmw_resource *res) 202 { 203 struct vmw_private *dev_priv = res->dev_priv; 204 struct vmw_shader *shader = vmw_res_to_shader(res); 205 int ret; 206 struct { 207 SVGA3dCmdHeader header; 208 SVGA3dCmdDefineGBShader body; 209 } *cmd; 210 211 if (likely(res->id != -1)) 212 return 0; 213 214 ret = vmw_resource_alloc_id(res); 215 if (unlikely(ret != 0)) { 216 DRM_ERROR("Failed to allocate a shader id.\n"); 217 goto out_no_id; 218 } 219 220 if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) { 221 ret = -EBUSY; 222 goto out_no_fifo; 223 } 224 225 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); 226 if (unlikely(cmd == NULL)) { 227 ret = -ENOMEM; 228 goto out_no_fifo; 229 } 230 231 cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER; 232 cmd->header.size = sizeof(cmd->body); 233 cmd->body.shid = res->id; 234 cmd->body.type = shader->type; 235 cmd->body.sizeInBytes = shader->size; 236 vmw_cmd_commit(dev_priv, sizeof(*cmd)); 237 vmw_fifo_resource_inc(dev_priv); 238 239 return 0; 240 241 out_no_fifo: 242 vmw_resource_release_id(res); 243 out_no_id: 244 return ret; 245 } 246 247 static int vmw_gb_shader_bind(struct vmw_resource *res, 248 struct ttm_validate_buffer *val_buf) 249 { 250 struct vmw_private *dev_priv = res->dev_priv; 251 struct { 252 SVGA3dCmdHeader header; 253 SVGA3dCmdBindGBShader body; 254 } *cmd; 255 struct ttm_buffer_object *bo = val_buf->bo; 256 257 BUG_ON(bo->resource->mem_type != VMW_PL_MOB); 258 259 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); 260 if (unlikely(cmd == NULL)) 261 return -ENOMEM; 262 263 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER; 264 cmd->header.size = sizeof(cmd->body); 265 cmd->body.shid = res->id; 266 cmd->body.mobid = bo->resource->start; 267 cmd->body.offsetInBytes = res->backup_offset; 268 res->backup_dirty = false; 269 vmw_cmd_commit(dev_priv, sizeof(*cmd)); 270 271 return 0; 272 } 273 274 static int vmw_gb_shader_unbind(struct vmw_resource *res, 275 bool readback, 276 struct ttm_validate_buffer *val_buf) 277 { 278 struct vmw_private *dev_priv = res->dev_priv; 279 struct { 280 SVGA3dCmdHeader header; 281 SVGA3dCmdBindGBShader body; 282 } *cmd; 283 struct vmw_fence_obj *fence; 284 285 BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB); 286 287 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); 288 if (unlikely(cmd == NULL)) 289 return -ENOMEM; 290 291 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER; 292 cmd->header.size = sizeof(cmd->body); 293 cmd->body.shid = res->id; 294 cmd->body.mobid = SVGA3D_INVALID_ID; 295 cmd->body.offsetInBytes = 0; 296 vmw_cmd_commit(dev_priv, sizeof(*cmd)); 297 298 /* 299 * Create a fence object and fence the backup buffer. 300 */ 301 302 (void) vmw_execbuf_fence_commands(NULL, dev_priv, 303 &fence, NULL); 304 305 vmw_bo_fence_single(val_buf->bo, fence); 306 307 if (likely(fence != NULL)) 308 vmw_fence_obj_unreference(&fence); 309 310 return 0; 311 } 312 313 static int vmw_gb_shader_destroy(struct vmw_resource *res) 314 { 315 struct vmw_private *dev_priv = res->dev_priv; 316 struct { 317 SVGA3dCmdHeader header; 318 SVGA3dCmdDestroyGBShader body; 319 } *cmd; 320 321 if (likely(res->id == -1)) 322 return 0; 323 324 mutex_lock(&dev_priv->binding_mutex); 325 vmw_binding_res_list_scrub(&res->binding_head); 326 327 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); 328 if (unlikely(cmd == NULL)) { 329 mutex_unlock(&dev_priv->binding_mutex); 330 return -ENOMEM; 331 } 332 333 cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER; 334 cmd->header.size = sizeof(cmd->body); 335 cmd->body.shid = res->id; 336 vmw_cmd_commit(dev_priv, sizeof(*cmd)); 337 mutex_unlock(&dev_priv->binding_mutex); 338 vmw_resource_release_id(res); 339 vmw_fifo_resource_dec(dev_priv); 340 341 return 0; 342 } 343 344 /* 345 * DX shader code: 346 */ 347 348 /** 349 * vmw_dx_shader_commit_notify - Notify that a shader operation has been 350 * committed to hardware from a user-supplied command stream. 351 * 352 * @res: Pointer to the shader resource. 353 * @state: Indicating whether a creation or removal has been committed. 354 * 355 */ 356 static void vmw_dx_shader_commit_notify(struct vmw_resource *res, 357 enum vmw_cmdbuf_res_state state) 358 { 359 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 360 struct vmw_private *dev_priv = res->dev_priv; 361 362 if (state == VMW_CMDBUF_RES_ADD) { 363 mutex_lock(&dev_priv->binding_mutex); 364 vmw_cotable_add_resource(shader->cotable, 365 &shader->cotable_head); 366 shader->committed = true; 367 res->id = shader->id; 368 mutex_unlock(&dev_priv->binding_mutex); 369 } else { 370 mutex_lock(&dev_priv->binding_mutex); 371 list_del_init(&shader->cotable_head); 372 shader->committed = false; 373 res->id = -1; 374 mutex_unlock(&dev_priv->binding_mutex); 375 } 376 } 377 378 /** 379 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader. 380 * 381 * @res: The shader resource 382 * 383 * This function reverts a scrub operation. 384 */ 385 static int vmw_dx_shader_unscrub(struct vmw_resource *res) 386 { 387 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 388 struct vmw_private *dev_priv = res->dev_priv; 389 struct { 390 SVGA3dCmdHeader header; 391 SVGA3dCmdDXBindShader body; 392 } *cmd; 393 394 if (!list_empty(&shader->cotable_head) || !shader->committed) 395 return 0; 396 397 cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id); 398 if (unlikely(cmd == NULL)) 399 return -ENOMEM; 400 401 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER; 402 cmd->header.size = sizeof(cmd->body); 403 cmd->body.cid = shader->ctx->id; 404 cmd->body.shid = shader->id; 405 cmd->body.mobid = res->backup->base.resource->start; 406 cmd->body.offsetInBytes = res->backup_offset; 407 vmw_cmd_commit(dev_priv, sizeof(*cmd)); 408 409 vmw_cotable_add_resource(shader->cotable, &shader->cotable_head); 410 411 return 0; 412 } 413 414 /** 415 * vmw_dx_shader_create - The DX shader create callback 416 * 417 * @res: The DX shader resource 418 * 419 * The create callback is called as part of resource validation and 420 * makes sure that we unscrub the shader if it's previously been scrubbed. 421 */ 422 static int vmw_dx_shader_create(struct vmw_resource *res) 423 { 424 struct vmw_private *dev_priv = res->dev_priv; 425 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 426 int ret = 0; 427 428 WARN_ON_ONCE(!shader->committed); 429 430 if (vmw_resource_mob_attached(res)) { 431 mutex_lock(&dev_priv->binding_mutex); 432 ret = vmw_dx_shader_unscrub(res); 433 mutex_unlock(&dev_priv->binding_mutex); 434 } 435 436 res->id = shader->id; 437 return ret; 438 } 439 440 /** 441 * vmw_dx_shader_bind - The DX shader bind callback 442 * 443 * @res: The DX shader resource 444 * @val_buf: Pointer to the validate buffer. 445 * 446 */ 447 static int vmw_dx_shader_bind(struct vmw_resource *res, 448 struct ttm_validate_buffer *val_buf) 449 { 450 struct vmw_private *dev_priv = res->dev_priv; 451 struct ttm_buffer_object *bo = val_buf->bo; 452 453 BUG_ON(bo->resource->mem_type != VMW_PL_MOB); 454 mutex_lock(&dev_priv->binding_mutex); 455 vmw_dx_shader_unscrub(res); 456 mutex_unlock(&dev_priv->binding_mutex); 457 458 return 0; 459 } 460 461 /** 462 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader. 463 * 464 * @res: The shader resource 465 * 466 * This function unbinds a MOB from the DX shader without requiring the 467 * MOB dma_buffer to be reserved. The driver still considers the MOB bound. 468 * However, once the driver eventually decides to unbind the MOB, it doesn't 469 * need to access the context. 470 */ 471 static int vmw_dx_shader_scrub(struct vmw_resource *res) 472 { 473 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 474 struct vmw_private *dev_priv = res->dev_priv; 475 struct { 476 SVGA3dCmdHeader header; 477 SVGA3dCmdDXBindShader body; 478 } *cmd; 479 480 if (list_empty(&shader->cotable_head)) 481 return 0; 482 483 WARN_ON_ONCE(!shader->committed); 484 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); 485 if (unlikely(cmd == NULL)) 486 return -ENOMEM; 487 488 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER; 489 cmd->header.size = sizeof(cmd->body); 490 cmd->body.cid = shader->ctx->id; 491 cmd->body.shid = res->id; 492 cmd->body.mobid = SVGA3D_INVALID_ID; 493 cmd->body.offsetInBytes = 0; 494 vmw_cmd_commit(dev_priv, sizeof(*cmd)); 495 res->id = -1; 496 list_del_init(&shader->cotable_head); 497 498 return 0; 499 } 500 501 /** 502 * vmw_dx_shader_unbind - The dx shader unbind callback. 503 * 504 * @res: The shader resource 505 * @readback: Whether this is a readback unbind. Currently unused. 506 * @val_buf: MOB buffer information. 507 */ 508 static int vmw_dx_shader_unbind(struct vmw_resource *res, 509 bool readback, 510 struct ttm_validate_buffer *val_buf) 511 { 512 struct vmw_private *dev_priv = res->dev_priv; 513 struct vmw_fence_obj *fence; 514 int ret; 515 516 BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB); 517 518 mutex_lock(&dev_priv->binding_mutex); 519 ret = vmw_dx_shader_scrub(res); 520 mutex_unlock(&dev_priv->binding_mutex); 521 522 if (ret) 523 return ret; 524 525 (void) vmw_execbuf_fence_commands(NULL, dev_priv, 526 &fence, NULL); 527 vmw_bo_fence_single(val_buf->bo, fence); 528 529 if (likely(fence != NULL)) 530 vmw_fence_obj_unreference(&fence); 531 532 return 0; 533 } 534 535 /** 536 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for 537 * DX shaders. 538 * 539 * @dev_priv: Pointer to device private structure. 540 * @list: The list of cotable resources. 541 * @readback: Whether the call was part of a readback unbind. 542 * 543 * Scrubs all shader MOBs so that any subsequent shader unbind or shader 544 * destroy operation won't need to swap in the context. 545 */ 546 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv, 547 struct list_head *list, 548 bool readback) 549 { 550 struct vmw_dx_shader *entry, *next; 551 552 lockdep_assert_held_once(&dev_priv->binding_mutex); 553 554 list_for_each_entry_safe(entry, next, list, cotable_head) { 555 WARN_ON(vmw_dx_shader_scrub(&entry->res)); 556 if (!readback) 557 entry->committed = false; 558 } 559 } 560 561 /** 562 * vmw_dx_shader_res_free - The DX shader free callback 563 * 564 * @res: The shader resource 565 * 566 * Frees the DX shader resource and updates memory accounting. 567 */ 568 static void vmw_dx_shader_res_free(struct vmw_resource *res) 569 { 570 struct vmw_private *dev_priv = res->dev_priv; 571 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 572 573 vmw_resource_unreference(&shader->cotable); 574 kfree(shader); 575 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size); 576 } 577 578 /** 579 * vmw_dx_shader_add - Add a shader resource as a command buffer managed 580 * resource. 581 * 582 * @man: The command buffer resource manager. 583 * @ctx: Pointer to the context resource. 584 * @user_key: The id used for this shader. 585 * @shader_type: The shader type. 586 * @list: The list of staged command buffer managed resources. 587 */ 588 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man, 589 struct vmw_resource *ctx, 590 u32 user_key, 591 SVGA3dShaderType shader_type, 592 struct list_head *list) 593 { 594 struct vmw_dx_shader *shader; 595 struct vmw_resource *res; 596 struct vmw_private *dev_priv = ctx->dev_priv; 597 struct ttm_operation_ctx ttm_opt_ctx = { 598 .interruptible = true, 599 .no_wait_gpu = false 600 }; 601 int ret; 602 603 if (!vmw_shader_dx_size) 604 vmw_shader_dx_size = ttm_round_pot(sizeof(*shader)); 605 606 if (!vmw_shader_id_ok(user_key, shader_type)) 607 return -EINVAL; 608 609 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size, 610 &ttm_opt_ctx); 611 if (ret) { 612 if (ret != -ERESTARTSYS) 613 DRM_ERROR("Out of graphics memory for shader " 614 "creation.\n"); 615 return ret; 616 } 617 618 shader = kmalloc(sizeof(*shader), GFP_KERNEL); 619 if (!shader) { 620 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size); 621 return -ENOMEM; 622 } 623 624 res = &shader->res; 625 shader->ctx = ctx; 626 shader->cotable = vmw_resource_reference 627 (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER)); 628 shader->id = user_key; 629 shader->committed = false; 630 INIT_LIST_HEAD(&shader->cotable_head); 631 ret = vmw_resource_init(dev_priv, res, true, 632 vmw_dx_shader_res_free, &vmw_dx_shader_func); 633 if (ret) 634 goto out_resource_init; 635 636 /* 637 * The user_key name-space is not per shader type for DX shaders, 638 * so when hashing, use a single zero shader type. 639 */ 640 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader, 641 vmw_shader_key(user_key, 0), 642 res, list); 643 if (ret) 644 goto out_resource_init; 645 646 res->id = shader->id; 647 res->hw_destroy = vmw_hw_shader_destroy; 648 649 out_resource_init: 650 vmw_resource_unreference(&res); 651 652 return ret; 653 } 654 655 656 657 /* 658 * User-space shader management: 659 */ 660 661 static struct vmw_resource * 662 vmw_user_shader_base_to_res(struct ttm_base_object *base) 663 { 664 return &(container_of(base, struct vmw_user_shader, base)-> 665 shader.res); 666 } 667 668 static void vmw_user_shader_free(struct vmw_resource *res) 669 { 670 struct vmw_user_shader *ushader = 671 container_of(res, struct vmw_user_shader, shader.res); 672 struct vmw_private *dev_priv = res->dev_priv; 673 674 ttm_base_object_kfree(ushader, base); 675 ttm_mem_global_free(vmw_mem_glob(dev_priv), 676 vmw_user_shader_size); 677 } 678 679 static void vmw_shader_free(struct vmw_resource *res) 680 { 681 struct vmw_shader *shader = vmw_res_to_shader(res); 682 struct vmw_private *dev_priv = res->dev_priv; 683 684 kfree(shader); 685 ttm_mem_global_free(vmw_mem_glob(dev_priv), 686 vmw_shader_size); 687 } 688 689 /* 690 * This function is called when user space has no more references on the 691 * base object. It releases the base-object's reference on the resource object. 692 */ 693 694 static void vmw_user_shader_base_release(struct ttm_base_object **p_base) 695 { 696 struct ttm_base_object *base = *p_base; 697 struct vmw_resource *res = vmw_user_shader_base_to_res(base); 698 699 *p_base = NULL; 700 vmw_resource_unreference(&res); 701 } 702 703 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data, 704 struct drm_file *file_priv) 705 { 706 struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data; 707 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile; 708 709 return ttm_ref_object_base_unref(tfile, arg->handle, 710 TTM_REF_USAGE); 711 } 712 713 static int vmw_user_shader_alloc(struct vmw_private *dev_priv, 714 struct vmw_buffer_object *buffer, 715 size_t shader_size, 716 size_t offset, 717 SVGA3dShaderType shader_type, 718 uint8_t num_input_sig, 719 uint8_t num_output_sig, 720 struct ttm_object_file *tfile, 721 u32 *handle) 722 { 723 struct vmw_user_shader *ushader; 724 struct vmw_resource *res, *tmp; 725 struct ttm_operation_ctx ctx = { 726 .interruptible = true, 727 .no_wait_gpu = false 728 }; 729 int ret; 730 731 if (unlikely(vmw_user_shader_size == 0)) 732 vmw_user_shader_size = 733 ttm_round_pot(sizeof(struct vmw_user_shader)) + 734 VMW_IDA_ACC_SIZE + TTM_OBJ_EXTRA_SIZE; 735 736 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), 737 vmw_user_shader_size, 738 &ctx); 739 if (unlikely(ret != 0)) { 740 if (ret != -ERESTARTSYS) 741 DRM_ERROR("Out of graphics memory for shader " 742 "creation.\n"); 743 goto out; 744 } 745 746 ushader = kzalloc(sizeof(*ushader), GFP_KERNEL); 747 if (unlikely(!ushader)) { 748 ttm_mem_global_free(vmw_mem_glob(dev_priv), 749 vmw_user_shader_size); 750 ret = -ENOMEM; 751 goto out; 752 } 753 754 res = &ushader->shader.res; 755 ushader->base.shareable = false; 756 ushader->base.tfile = NULL; 757 758 /* 759 * From here on, the destructor takes over resource freeing. 760 */ 761 762 ret = vmw_gb_shader_init(dev_priv, res, shader_size, 763 offset, shader_type, num_input_sig, 764 num_output_sig, buffer, 765 vmw_user_shader_free); 766 if (unlikely(ret != 0)) 767 goto out; 768 769 tmp = vmw_resource_reference(res); 770 ret = ttm_base_object_init(tfile, &ushader->base, false, 771 VMW_RES_SHADER, 772 &vmw_user_shader_base_release, NULL); 773 774 if (unlikely(ret != 0)) { 775 vmw_resource_unreference(&tmp); 776 goto out_err; 777 } 778 779 if (handle) 780 *handle = ushader->base.handle; 781 out_err: 782 vmw_resource_unreference(&res); 783 out: 784 return ret; 785 } 786 787 788 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv, 789 struct vmw_buffer_object *buffer, 790 size_t shader_size, 791 size_t offset, 792 SVGA3dShaderType shader_type) 793 { 794 struct vmw_shader *shader; 795 struct vmw_resource *res; 796 struct ttm_operation_ctx ctx = { 797 .interruptible = true, 798 .no_wait_gpu = false 799 }; 800 int ret; 801 802 if (unlikely(vmw_shader_size == 0)) 803 vmw_shader_size = 804 ttm_round_pot(sizeof(struct vmw_shader)) + 805 VMW_IDA_ACC_SIZE; 806 807 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), 808 vmw_shader_size, 809 &ctx); 810 if (unlikely(ret != 0)) { 811 if (ret != -ERESTARTSYS) 812 DRM_ERROR("Out of graphics memory for shader " 813 "creation.\n"); 814 goto out_err; 815 } 816 817 shader = kzalloc(sizeof(*shader), GFP_KERNEL); 818 if (unlikely(!shader)) { 819 ttm_mem_global_free(vmw_mem_glob(dev_priv), 820 vmw_shader_size); 821 ret = -ENOMEM; 822 goto out_err; 823 } 824 825 res = &shader->res; 826 827 /* 828 * From here on, the destructor takes over resource freeing. 829 */ 830 ret = vmw_gb_shader_init(dev_priv, res, shader_size, 831 offset, shader_type, 0, 0, buffer, 832 vmw_shader_free); 833 834 out_err: 835 return ret ? ERR_PTR(ret) : res; 836 } 837 838 839 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv, 840 enum drm_vmw_shader_type shader_type_drm, 841 u32 buffer_handle, size_t size, size_t offset, 842 uint8_t num_input_sig, uint8_t num_output_sig, 843 uint32_t *shader_handle) 844 { 845 struct vmw_private *dev_priv = vmw_priv(dev); 846 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile; 847 struct vmw_buffer_object *buffer = NULL; 848 SVGA3dShaderType shader_type; 849 int ret; 850 851 if (buffer_handle != SVGA3D_INVALID_ID) { 852 ret = vmw_user_bo_lookup(tfile, buffer_handle, 853 &buffer, NULL); 854 if (unlikely(ret != 0)) { 855 VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n"); 856 return ret; 857 } 858 859 if ((u64)buffer->base.base.size < (u64)size + (u64)offset) { 860 VMW_DEBUG_USER("Illegal buffer- or shader size.\n"); 861 ret = -EINVAL; 862 goto out_bad_arg; 863 } 864 } 865 866 switch (shader_type_drm) { 867 case drm_vmw_shader_type_vs: 868 shader_type = SVGA3D_SHADERTYPE_VS; 869 break; 870 case drm_vmw_shader_type_ps: 871 shader_type = SVGA3D_SHADERTYPE_PS; 872 break; 873 default: 874 VMW_DEBUG_USER("Illegal shader type.\n"); 875 ret = -EINVAL; 876 goto out_bad_arg; 877 } 878 879 ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset, 880 shader_type, num_input_sig, 881 num_output_sig, tfile, shader_handle); 882 out_bad_arg: 883 vmw_bo_unreference(&buffer); 884 return ret; 885 } 886 887 /** 888 * vmw_shader_id_ok - Check whether a compat shader user key and 889 * shader type are within valid bounds. 890 * 891 * @user_key: User space id of the shader. 892 * @shader_type: Shader type. 893 * 894 * Returns true if valid false if not. 895 */ 896 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type) 897 { 898 return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16; 899 } 900 901 /** 902 * vmw_shader_key - Compute a hash key suitable for a compat shader. 903 * 904 * @user_key: User space id of the shader. 905 * @shader_type: Shader type. 906 * 907 * Returns a hash key suitable for a command buffer managed resource 908 * manager hash table. 909 */ 910 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type) 911 { 912 return user_key | (shader_type << 20); 913 } 914 915 /** 916 * vmw_shader_remove - Stage a compat shader for removal. 917 * 918 * @man: Pointer to the compat shader manager identifying the shader namespace. 919 * @user_key: The key that is used to identify the shader. The key is 920 * unique to the shader type. 921 * @shader_type: Shader type. 922 * @list: Caller's list of staged command buffer resource actions. 923 */ 924 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man, 925 u32 user_key, SVGA3dShaderType shader_type, 926 struct list_head *list) 927 { 928 struct vmw_resource *dummy; 929 930 if (!vmw_shader_id_ok(user_key, shader_type)) 931 return -EINVAL; 932 933 return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader, 934 vmw_shader_key(user_key, shader_type), 935 list, &dummy); 936 } 937 938 /** 939 * vmw_compat_shader_add - Create a compat shader and stage it for addition 940 * as a command buffer managed resource. 941 * 942 * @dev_priv: Pointer to device private structure. 943 * @man: Pointer to the compat shader manager identifying the shader namespace. 944 * @user_key: The key that is used to identify the shader. The key is 945 * unique to the shader type. 946 * @bytecode: Pointer to the bytecode of the shader. 947 * @shader_type: Shader type. 948 * @size: Command size. 949 * @list: Caller's list of staged command buffer resource actions. 950 * 951 */ 952 int vmw_compat_shader_add(struct vmw_private *dev_priv, 953 struct vmw_cmdbuf_res_manager *man, 954 u32 user_key, const void *bytecode, 955 SVGA3dShaderType shader_type, 956 size_t size, 957 struct list_head *list) 958 { 959 struct ttm_operation_ctx ctx = { false, true }; 960 struct vmw_buffer_object *buf; 961 struct ttm_bo_kmap_obj map; 962 bool is_iomem; 963 int ret; 964 struct vmw_resource *res; 965 966 if (!vmw_shader_id_ok(user_key, shader_type)) 967 return -EINVAL; 968 969 /* Allocate and pin a DMA buffer */ 970 buf = kzalloc(sizeof(*buf), GFP_KERNEL); 971 if (unlikely(!buf)) 972 return -ENOMEM; 973 974 ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_placement, 975 true, true, vmw_bo_bo_free); 976 if (unlikely(ret != 0)) 977 goto out; 978 979 ret = ttm_bo_reserve(&buf->base, false, true, NULL); 980 if (unlikely(ret != 0)) 981 goto no_reserve; 982 983 /* Map and copy shader bytecode. */ 984 ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT, 985 &map); 986 if (unlikely(ret != 0)) { 987 ttm_bo_unreserve(&buf->base); 988 goto no_reserve; 989 } 990 991 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size); 992 WARN_ON(is_iomem); 993 994 ttm_bo_kunmap(&map); 995 ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx); 996 WARN_ON(ret != 0); 997 ttm_bo_unreserve(&buf->base); 998 999 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type); 1000 if (unlikely(ret != 0)) 1001 goto no_reserve; 1002 1003 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader, 1004 vmw_shader_key(user_key, shader_type), 1005 res, list); 1006 vmw_resource_unreference(&res); 1007 no_reserve: 1008 vmw_bo_unreference(&buf); 1009 out: 1010 return ret; 1011 } 1012 1013 /** 1014 * vmw_shader_lookup - Look up a compat shader 1015 * 1016 * @man: Pointer to the command buffer managed resource manager identifying 1017 * the shader namespace. 1018 * @user_key: The user space id of the shader. 1019 * @shader_type: The shader type. 1020 * 1021 * Returns a refcounted pointer to a struct vmw_resource if the shader was 1022 * found. An error pointer otherwise. 1023 */ 1024 struct vmw_resource * 1025 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man, 1026 u32 user_key, 1027 SVGA3dShaderType shader_type) 1028 { 1029 if (!vmw_shader_id_ok(user_key, shader_type)) 1030 return ERR_PTR(-EINVAL); 1031 1032 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader, 1033 vmw_shader_key(user_key, shader_type)); 1034 } 1035 1036 int vmw_shader_define_ioctl(struct drm_device *dev, void *data, 1037 struct drm_file *file_priv) 1038 { 1039 struct drm_vmw_shader_create_arg *arg = 1040 (struct drm_vmw_shader_create_arg *)data; 1041 1042 return vmw_shader_define(dev, file_priv, arg->shader_type, 1043 arg->buffer_handle, 1044 arg->size, arg->offset, 1045 0, 0, 1046 &arg->shader_handle); 1047 } 1048