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 .type_name = "guest backed shaders", 99 .backup_placement = &vmw_mob_placement, 100 .create = vmw_gb_shader_create, 101 .destroy = vmw_gb_shader_destroy, 102 .bind = vmw_gb_shader_bind, 103 .unbind = vmw_gb_shader_unbind 104 }; 105 106 static const struct vmw_res_func vmw_dx_shader_func = { 107 .res_type = vmw_res_shader, 108 .needs_backup = true, 109 .may_evict = false, 110 .type_name = "dx shaders", 111 .backup_placement = &vmw_mob_placement, 112 .create = vmw_dx_shader_create, 113 /* 114 * The destroy callback is only called with a committed resource on 115 * context destroy, in which case we destroy the cotable anyway, 116 * so there's no need to destroy DX shaders separately. 117 */ 118 .destroy = NULL, 119 .bind = vmw_dx_shader_bind, 120 .unbind = vmw_dx_shader_unbind, 121 .commit_notify = vmw_dx_shader_commit_notify, 122 }; 123 124 /** 125 * Shader management: 126 */ 127 128 static inline struct vmw_shader * 129 vmw_res_to_shader(struct vmw_resource *res) 130 { 131 return container_of(res, struct vmw_shader, res); 132 } 133 134 /** 135 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a 136 * struct vmw_dx_shader 137 * 138 * @res: Pointer to the struct vmw_resource. 139 */ 140 static inline struct vmw_dx_shader * 141 vmw_res_to_dx_shader(struct vmw_resource *res) 142 { 143 return container_of(res, struct vmw_dx_shader, res); 144 } 145 146 static void vmw_hw_shader_destroy(struct vmw_resource *res) 147 { 148 if (likely(res->func->destroy)) 149 (void) res->func->destroy(res); 150 else 151 res->id = -1; 152 } 153 154 155 static int vmw_gb_shader_init(struct vmw_private *dev_priv, 156 struct vmw_resource *res, 157 uint32_t size, 158 uint64_t offset, 159 SVGA3dShaderType type, 160 uint8_t num_input_sig, 161 uint8_t num_output_sig, 162 struct vmw_buffer_object *byte_code, 163 void (*res_free) (struct vmw_resource *res)) 164 { 165 struct vmw_shader *shader = vmw_res_to_shader(res); 166 int ret; 167 168 ret = vmw_resource_init(dev_priv, res, true, res_free, 169 &vmw_gb_shader_func); 170 171 if (unlikely(ret != 0)) { 172 if (res_free) 173 res_free(res); 174 else 175 kfree(res); 176 return ret; 177 } 178 179 res->backup_size = size; 180 if (byte_code) { 181 res->backup = vmw_bo_reference(byte_code); 182 res->backup_offset = offset; 183 } 184 shader->size = size; 185 shader->type = type; 186 shader->num_input_sig = num_input_sig; 187 shader->num_output_sig = num_output_sig; 188 189 res->hw_destroy = vmw_hw_shader_destroy; 190 return 0; 191 } 192 193 /* 194 * GB shader code: 195 */ 196 197 static int vmw_gb_shader_create(struct vmw_resource *res) 198 { 199 struct vmw_private *dev_priv = res->dev_priv; 200 struct vmw_shader *shader = vmw_res_to_shader(res); 201 int ret; 202 struct { 203 SVGA3dCmdHeader header; 204 SVGA3dCmdDefineGBShader body; 205 } *cmd; 206 207 if (likely(res->id != -1)) 208 return 0; 209 210 ret = vmw_resource_alloc_id(res); 211 if (unlikely(ret != 0)) { 212 DRM_ERROR("Failed to allocate a shader id.\n"); 213 goto out_no_id; 214 } 215 216 if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) { 217 ret = -EBUSY; 218 goto out_no_fifo; 219 } 220 221 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd)); 222 if (unlikely(cmd == NULL)) { 223 ret = -ENOMEM; 224 goto out_no_fifo; 225 } 226 227 cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER; 228 cmd->header.size = sizeof(cmd->body); 229 cmd->body.shid = res->id; 230 cmd->body.type = shader->type; 231 cmd->body.sizeInBytes = shader->size; 232 vmw_fifo_commit(dev_priv, sizeof(*cmd)); 233 vmw_fifo_resource_inc(dev_priv); 234 235 return 0; 236 237 out_no_fifo: 238 vmw_resource_release_id(res); 239 out_no_id: 240 return ret; 241 } 242 243 static int vmw_gb_shader_bind(struct vmw_resource *res, 244 struct ttm_validate_buffer *val_buf) 245 { 246 struct vmw_private *dev_priv = res->dev_priv; 247 struct { 248 SVGA3dCmdHeader header; 249 SVGA3dCmdBindGBShader body; 250 } *cmd; 251 struct ttm_buffer_object *bo = val_buf->bo; 252 253 BUG_ON(bo->mem.mem_type != VMW_PL_MOB); 254 255 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd)); 256 if (unlikely(cmd == NULL)) 257 return -ENOMEM; 258 259 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER; 260 cmd->header.size = sizeof(cmd->body); 261 cmd->body.shid = res->id; 262 cmd->body.mobid = bo->mem.start; 263 cmd->body.offsetInBytes = res->backup_offset; 264 res->backup_dirty = false; 265 vmw_fifo_commit(dev_priv, sizeof(*cmd)); 266 267 return 0; 268 } 269 270 static int vmw_gb_shader_unbind(struct vmw_resource *res, 271 bool readback, 272 struct ttm_validate_buffer *val_buf) 273 { 274 struct vmw_private *dev_priv = res->dev_priv; 275 struct { 276 SVGA3dCmdHeader header; 277 SVGA3dCmdBindGBShader body; 278 } *cmd; 279 struct vmw_fence_obj *fence; 280 281 BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB); 282 283 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd)); 284 if (unlikely(cmd == NULL)) 285 return -ENOMEM; 286 287 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER; 288 cmd->header.size = sizeof(cmd->body); 289 cmd->body.shid = res->id; 290 cmd->body.mobid = SVGA3D_INVALID_ID; 291 cmd->body.offsetInBytes = 0; 292 vmw_fifo_commit(dev_priv, sizeof(*cmd)); 293 294 /* 295 * Create a fence object and fence the backup buffer. 296 */ 297 298 (void) vmw_execbuf_fence_commands(NULL, dev_priv, 299 &fence, NULL); 300 301 vmw_bo_fence_single(val_buf->bo, fence); 302 303 if (likely(fence != NULL)) 304 vmw_fence_obj_unreference(&fence); 305 306 return 0; 307 } 308 309 static int vmw_gb_shader_destroy(struct vmw_resource *res) 310 { 311 struct vmw_private *dev_priv = res->dev_priv; 312 struct { 313 SVGA3dCmdHeader header; 314 SVGA3dCmdDestroyGBShader body; 315 } *cmd; 316 317 if (likely(res->id == -1)) 318 return 0; 319 320 mutex_lock(&dev_priv->binding_mutex); 321 vmw_binding_res_list_scrub(&res->binding_head); 322 323 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd)); 324 if (unlikely(cmd == NULL)) { 325 mutex_unlock(&dev_priv->binding_mutex); 326 return -ENOMEM; 327 } 328 329 cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER; 330 cmd->header.size = sizeof(cmd->body); 331 cmd->body.shid = res->id; 332 vmw_fifo_commit(dev_priv, sizeof(*cmd)); 333 mutex_unlock(&dev_priv->binding_mutex); 334 vmw_resource_release_id(res); 335 vmw_fifo_resource_dec(dev_priv); 336 337 return 0; 338 } 339 340 /* 341 * DX shader code: 342 */ 343 344 /** 345 * vmw_dx_shader_commit_notify - Notify that a shader operation has been 346 * committed to hardware from a user-supplied command stream. 347 * 348 * @res: Pointer to the shader resource. 349 * @state: Indicating whether a creation or removal has been committed. 350 * 351 */ 352 static void vmw_dx_shader_commit_notify(struct vmw_resource *res, 353 enum vmw_cmdbuf_res_state state) 354 { 355 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 356 struct vmw_private *dev_priv = res->dev_priv; 357 358 if (state == VMW_CMDBUF_RES_ADD) { 359 mutex_lock(&dev_priv->binding_mutex); 360 vmw_cotable_add_resource(shader->cotable, 361 &shader->cotable_head); 362 shader->committed = true; 363 res->id = shader->id; 364 mutex_unlock(&dev_priv->binding_mutex); 365 } else { 366 mutex_lock(&dev_priv->binding_mutex); 367 list_del_init(&shader->cotable_head); 368 shader->committed = false; 369 res->id = -1; 370 mutex_unlock(&dev_priv->binding_mutex); 371 } 372 } 373 374 /** 375 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader. 376 * 377 * @res: The shader resource 378 * 379 * This function reverts a scrub operation. 380 */ 381 static int vmw_dx_shader_unscrub(struct vmw_resource *res) 382 { 383 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 384 struct vmw_private *dev_priv = res->dev_priv; 385 struct { 386 SVGA3dCmdHeader header; 387 SVGA3dCmdDXBindShader body; 388 } *cmd; 389 390 if (!list_empty(&shader->cotable_head) || !shader->committed) 391 return 0; 392 393 cmd = VMW_FIFO_RESERVE_DX(dev_priv, sizeof(*cmd), shader->ctx->id); 394 if (unlikely(cmd == NULL)) 395 return -ENOMEM; 396 397 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER; 398 cmd->header.size = sizeof(cmd->body); 399 cmd->body.cid = shader->ctx->id; 400 cmd->body.shid = shader->id; 401 cmd->body.mobid = res->backup->base.mem.start; 402 cmd->body.offsetInBytes = res->backup_offset; 403 vmw_fifo_commit(dev_priv, sizeof(*cmd)); 404 405 vmw_cotable_add_resource(shader->cotable, &shader->cotable_head); 406 407 return 0; 408 } 409 410 /** 411 * vmw_dx_shader_create - The DX shader create callback 412 * 413 * @res: The DX shader resource 414 * 415 * The create callback is called as part of resource validation and 416 * makes sure that we unscrub the shader if it's previously been scrubbed. 417 */ 418 static int vmw_dx_shader_create(struct vmw_resource *res) 419 { 420 struct vmw_private *dev_priv = res->dev_priv; 421 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 422 int ret = 0; 423 424 WARN_ON_ONCE(!shader->committed); 425 426 if (!list_empty(&res->mob_head)) { 427 mutex_lock(&dev_priv->binding_mutex); 428 ret = vmw_dx_shader_unscrub(res); 429 mutex_unlock(&dev_priv->binding_mutex); 430 } 431 432 res->id = shader->id; 433 return ret; 434 } 435 436 /** 437 * vmw_dx_shader_bind - The DX shader bind callback 438 * 439 * @res: The DX shader resource 440 * @val_buf: Pointer to the validate buffer. 441 * 442 */ 443 static int vmw_dx_shader_bind(struct vmw_resource *res, 444 struct ttm_validate_buffer *val_buf) 445 { 446 struct vmw_private *dev_priv = res->dev_priv; 447 struct ttm_buffer_object *bo = val_buf->bo; 448 449 BUG_ON(bo->mem.mem_type != VMW_PL_MOB); 450 mutex_lock(&dev_priv->binding_mutex); 451 vmw_dx_shader_unscrub(res); 452 mutex_unlock(&dev_priv->binding_mutex); 453 454 return 0; 455 } 456 457 /** 458 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader. 459 * 460 * @res: The shader resource 461 * 462 * This function unbinds a MOB from the DX shader without requiring the 463 * MOB dma_buffer to be reserved. The driver still considers the MOB bound. 464 * However, once the driver eventually decides to unbind the MOB, it doesn't 465 * need to access the context. 466 */ 467 static int vmw_dx_shader_scrub(struct vmw_resource *res) 468 { 469 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 470 struct vmw_private *dev_priv = res->dev_priv; 471 struct { 472 SVGA3dCmdHeader header; 473 SVGA3dCmdDXBindShader body; 474 } *cmd; 475 476 if (list_empty(&shader->cotable_head)) 477 return 0; 478 479 WARN_ON_ONCE(!shader->committed); 480 cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd)); 481 if (unlikely(cmd == NULL)) 482 return -ENOMEM; 483 484 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER; 485 cmd->header.size = sizeof(cmd->body); 486 cmd->body.cid = shader->ctx->id; 487 cmd->body.shid = res->id; 488 cmd->body.mobid = SVGA3D_INVALID_ID; 489 cmd->body.offsetInBytes = 0; 490 vmw_fifo_commit(dev_priv, sizeof(*cmd)); 491 res->id = -1; 492 list_del_init(&shader->cotable_head); 493 494 return 0; 495 } 496 497 /** 498 * vmw_dx_shader_unbind - The dx shader unbind callback. 499 * 500 * @res: The shader resource 501 * @readback: Whether this is a readback unbind. Currently unused. 502 * @val_buf: MOB buffer information. 503 */ 504 static int vmw_dx_shader_unbind(struct vmw_resource *res, 505 bool readback, 506 struct ttm_validate_buffer *val_buf) 507 { 508 struct vmw_private *dev_priv = res->dev_priv; 509 struct vmw_fence_obj *fence; 510 int ret; 511 512 BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB); 513 514 mutex_lock(&dev_priv->binding_mutex); 515 ret = vmw_dx_shader_scrub(res); 516 mutex_unlock(&dev_priv->binding_mutex); 517 518 if (ret) 519 return ret; 520 521 (void) vmw_execbuf_fence_commands(NULL, dev_priv, 522 &fence, NULL); 523 vmw_bo_fence_single(val_buf->bo, fence); 524 525 if (likely(fence != NULL)) 526 vmw_fence_obj_unreference(&fence); 527 528 return 0; 529 } 530 531 /** 532 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for 533 * DX shaders. 534 * 535 * @dev_priv: Pointer to device private structure. 536 * @list: The list of cotable resources. 537 * @readback: Whether the call was part of a readback unbind. 538 * 539 * Scrubs all shader MOBs so that any subsequent shader unbind or shader 540 * destroy operation won't need to swap in the context. 541 */ 542 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv, 543 struct list_head *list, 544 bool readback) 545 { 546 struct vmw_dx_shader *entry, *next; 547 548 lockdep_assert_held_once(&dev_priv->binding_mutex); 549 550 list_for_each_entry_safe(entry, next, list, cotable_head) { 551 WARN_ON(vmw_dx_shader_scrub(&entry->res)); 552 if (!readback) 553 entry->committed = false; 554 } 555 } 556 557 /** 558 * vmw_dx_shader_res_free - The DX shader free callback 559 * 560 * @res: The shader resource 561 * 562 * Frees the DX shader resource and updates memory accounting. 563 */ 564 static void vmw_dx_shader_res_free(struct vmw_resource *res) 565 { 566 struct vmw_private *dev_priv = res->dev_priv; 567 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 568 569 vmw_resource_unreference(&shader->cotable); 570 kfree(shader); 571 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size); 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 */ 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 struct ttm_operation_ctx ttm_opt_ctx = { 594 .interruptible = true, 595 .no_wait_gpu = false 596 }; 597 int ret; 598 599 if (!vmw_shader_dx_size) 600 vmw_shader_dx_size = ttm_round_pot(sizeof(*shader)); 601 602 if (!vmw_shader_id_ok(user_key, shader_type)) 603 return -EINVAL; 604 605 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size, 606 &ttm_opt_ctx); 607 if (ret) { 608 if (ret != -ERESTARTSYS) 609 DRM_ERROR("Out of graphics memory for shader " 610 "creation.\n"); 611 return ret; 612 } 613 614 shader = kmalloc(sizeof(*shader), GFP_KERNEL); 615 if (!shader) { 616 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size); 617 return -ENOMEM; 618 } 619 620 res = &shader->res; 621 shader->ctx = ctx; 622 shader->cotable = vmw_resource_reference 623 (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER)); 624 shader->id = user_key; 625 shader->committed = false; 626 INIT_LIST_HEAD(&shader->cotable_head); 627 ret = vmw_resource_init(dev_priv, res, true, 628 vmw_dx_shader_res_free, &vmw_dx_shader_func); 629 if (ret) 630 goto out_resource_init; 631 632 /* 633 * The user_key name-space is not per shader type for DX shaders, 634 * so when hashing, use a single zero shader type. 635 */ 636 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader, 637 vmw_shader_key(user_key, 0), 638 res, list); 639 if (ret) 640 goto out_resource_init; 641 642 res->id = shader->id; 643 res->hw_destroy = vmw_hw_shader_destroy; 644 645 out_resource_init: 646 vmw_resource_unreference(&res); 647 648 return ret; 649 } 650 651 652 653 /** 654 * User-space shader management: 655 */ 656 657 static struct vmw_resource * 658 vmw_user_shader_base_to_res(struct ttm_base_object *base) 659 { 660 return &(container_of(base, struct vmw_user_shader, base)-> 661 shader.res); 662 } 663 664 static void vmw_user_shader_free(struct vmw_resource *res) 665 { 666 struct vmw_user_shader *ushader = 667 container_of(res, struct vmw_user_shader, shader.res); 668 struct vmw_private *dev_priv = res->dev_priv; 669 670 ttm_base_object_kfree(ushader, base); 671 ttm_mem_global_free(vmw_mem_glob(dev_priv), 672 vmw_user_shader_size); 673 } 674 675 static void vmw_shader_free(struct vmw_resource *res) 676 { 677 struct vmw_shader *shader = vmw_res_to_shader(res); 678 struct vmw_private *dev_priv = res->dev_priv; 679 680 kfree(shader); 681 ttm_mem_global_free(vmw_mem_glob(dev_priv), 682 vmw_shader_size); 683 } 684 685 /** 686 * This function is called when user space has no more references on the 687 * base object. It releases the base-object's reference on the resource object. 688 */ 689 690 static void vmw_user_shader_base_release(struct ttm_base_object **p_base) 691 { 692 struct ttm_base_object *base = *p_base; 693 struct vmw_resource *res = vmw_user_shader_base_to_res(base); 694 695 *p_base = NULL; 696 vmw_resource_unreference(&res); 697 } 698 699 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data, 700 struct drm_file *file_priv) 701 { 702 struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data; 703 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile; 704 705 return ttm_ref_object_base_unref(tfile, arg->handle, 706 TTM_REF_USAGE); 707 } 708 709 static int vmw_user_shader_alloc(struct vmw_private *dev_priv, 710 struct vmw_buffer_object *buffer, 711 size_t shader_size, 712 size_t offset, 713 SVGA3dShaderType shader_type, 714 uint8_t num_input_sig, 715 uint8_t num_output_sig, 716 struct ttm_object_file *tfile, 717 u32 *handle) 718 { 719 struct vmw_user_shader *ushader; 720 struct vmw_resource *res, *tmp; 721 struct ttm_operation_ctx ctx = { 722 .interruptible = true, 723 .no_wait_gpu = false 724 }; 725 int ret; 726 727 if (unlikely(vmw_user_shader_size == 0)) 728 vmw_user_shader_size = 729 ttm_round_pot(sizeof(struct vmw_user_shader)) + 730 VMW_IDA_ACC_SIZE + TTM_OBJ_EXTRA_SIZE; 731 732 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), 733 vmw_user_shader_size, 734 &ctx); 735 if (unlikely(ret != 0)) { 736 if (ret != -ERESTARTSYS) 737 DRM_ERROR("Out of graphics memory for shader " 738 "creation.\n"); 739 goto out; 740 } 741 742 ushader = kzalloc(sizeof(*ushader), GFP_KERNEL); 743 if (unlikely(!ushader)) { 744 ttm_mem_global_free(vmw_mem_glob(dev_priv), 745 vmw_user_shader_size); 746 ret = -ENOMEM; 747 goto out; 748 } 749 750 res = &ushader->shader.res; 751 ushader->base.shareable = false; 752 ushader->base.tfile = NULL; 753 754 /* 755 * From here on, the destructor takes over resource freeing. 756 */ 757 758 ret = vmw_gb_shader_init(dev_priv, res, shader_size, 759 offset, shader_type, num_input_sig, 760 num_output_sig, buffer, 761 vmw_user_shader_free); 762 if (unlikely(ret != 0)) 763 goto out; 764 765 tmp = vmw_resource_reference(res); 766 ret = ttm_base_object_init(tfile, &ushader->base, false, 767 VMW_RES_SHADER, 768 &vmw_user_shader_base_release, NULL); 769 770 if (unlikely(ret != 0)) { 771 vmw_resource_unreference(&tmp); 772 goto out_err; 773 } 774 775 if (handle) 776 *handle = ushader->base.handle; 777 out_err: 778 vmw_resource_unreference(&res); 779 out: 780 return ret; 781 } 782 783 784 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv, 785 struct vmw_buffer_object *buffer, 786 size_t shader_size, 787 size_t offset, 788 SVGA3dShaderType shader_type) 789 { 790 struct vmw_shader *shader; 791 struct vmw_resource *res; 792 struct ttm_operation_ctx ctx = { 793 .interruptible = true, 794 .no_wait_gpu = false 795 }; 796 int ret; 797 798 if (unlikely(vmw_shader_size == 0)) 799 vmw_shader_size = 800 ttm_round_pot(sizeof(struct vmw_shader)) + 801 VMW_IDA_ACC_SIZE; 802 803 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), 804 vmw_shader_size, 805 &ctx); 806 if (unlikely(ret != 0)) { 807 if (ret != -ERESTARTSYS) 808 DRM_ERROR("Out of graphics memory for shader " 809 "creation.\n"); 810 goto out_err; 811 } 812 813 shader = kzalloc(sizeof(*shader), GFP_KERNEL); 814 if (unlikely(!shader)) { 815 ttm_mem_global_free(vmw_mem_glob(dev_priv), 816 vmw_shader_size); 817 ret = -ENOMEM; 818 goto out_err; 819 } 820 821 res = &shader->res; 822 823 /* 824 * From here on, the destructor takes over resource freeing. 825 */ 826 ret = vmw_gb_shader_init(dev_priv, res, shader_size, 827 offset, shader_type, 0, 0, buffer, 828 vmw_shader_free); 829 830 out_err: 831 return ret ? ERR_PTR(ret) : res; 832 } 833 834 835 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv, 836 enum drm_vmw_shader_type shader_type_drm, 837 u32 buffer_handle, size_t size, size_t offset, 838 uint8_t num_input_sig, uint8_t num_output_sig, 839 uint32_t *shader_handle) 840 { 841 struct vmw_private *dev_priv = vmw_priv(dev); 842 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile; 843 struct vmw_buffer_object *buffer = NULL; 844 SVGA3dShaderType shader_type; 845 int ret; 846 847 if (buffer_handle != SVGA3D_INVALID_ID) { 848 ret = vmw_user_bo_lookup(tfile, buffer_handle, 849 &buffer, NULL); 850 if (unlikely(ret != 0)) { 851 VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n"); 852 return ret; 853 } 854 855 if ((u64)buffer->base.num_pages * PAGE_SIZE < 856 (u64)size + (u64)offset) { 857 VMW_DEBUG_USER("Illegal buffer- or shader size.\n"); 858 ret = -EINVAL; 859 goto out_bad_arg; 860 } 861 } 862 863 switch (shader_type_drm) { 864 case drm_vmw_shader_type_vs: 865 shader_type = SVGA3D_SHADERTYPE_VS; 866 break; 867 case drm_vmw_shader_type_ps: 868 shader_type = SVGA3D_SHADERTYPE_PS; 869 break; 870 default: 871 VMW_DEBUG_USER("Illegal shader type.\n"); 872 ret = -EINVAL; 873 goto out_bad_arg; 874 } 875 876 ret = ttm_read_lock(&dev_priv->reservation_sem, true); 877 if (unlikely(ret != 0)) 878 goto out_bad_arg; 879 880 ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset, 881 shader_type, num_input_sig, 882 num_output_sig, tfile, shader_handle); 883 884 ttm_read_unlock(&dev_priv->reservation_sem); 885 out_bad_arg: 886 vmw_bo_unreference(&buffer); 887 return ret; 888 } 889 890 /** 891 * vmw_shader_id_ok - Check whether a compat shader user key and 892 * shader type are within valid bounds. 893 * 894 * @user_key: User space id of the shader. 895 * @shader_type: Shader type. 896 * 897 * Returns true if valid false if not. 898 */ 899 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type) 900 { 901 return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16; 902 } 903 904 /** 905 * vmw_shader_key - Compute a hash key suitable for a compat shader. 906 * 907 * @user_key: User space id of the shader. 908 * @shader_type: Shader type. 909 * 910 * Returns a hash key suitable for a command buffer managed resource 911 * manager hash table. 912 */ 913 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type) 914 { 915 return user_key | (shader_type << 20); 916 } 917 918 /** 919 * vmw_shader_remove - Stage a compat shader for removal. 920 * 921 * @man: Pointer to the compat shader manager identifying the shader namespace. 922 * @user_key: The key that is used to identify the shader. The key is 923 * unique to the shader type. 924 * @shader_type: Shader type. 925 * @list: Caller's list of staged command buffer resource actions. 926 */ 927 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man, 928 u32 user_key, SVGA3dShaderType shader_type, 929 struct list_head *list) 930 { 931 struct vmw_resource *dummy; 932 933 if (!vmw_shader_id_ok(user_key, shader_type)) 934 return -EINVAL; 935 936 return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader, 937 vmw_shader_key(user_key, shader_type), 938 list, &dummy); 939 } 940 941 /** 942 * vmw_compat_shader_add - Create a compat shader and stage it for addition 943 * as a command buffer managed resource. 944 * 945 * @man: Pointer to the compat shader manager identifying the shader namespace. 946 * @user_key: The key that is used to identify the shader. The key is 947 * unique to the shader type. 948 * @bytecode: Pointer to the bytecode of the shader. 949 * @shader_type: Shader type. 950 * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is 951 * to be created with. 952 * @list: Caller's list of staged command buffer resource actions. 953 * 954 */ 955 int vmw_compat_shader_add(struct vmw_private *dev_priv, 956 struct vmw_cmdbuf_res_manager *man, 957 u32 user_key, const void *bytecode, 958 SVGA3dShaderType shader_type, 959 size_t size, 960 struct list_head *list) 961 { 962 struct ttm_operation_ctx ctx = { false, true }; 963 struct vmw_buffer_object *buf; 964 struct ttm_bo_kmap_obj map; 965 bool is_iomem; 966 int ret; 967 struct vmw_resource *res; 968 969 if (!vmw_shader_id_ok(user_key, shader_type)) 970 return -EINVAL; 971 972 /* Allocate and pin a DMA buffer */ 973 buf = kzalloc(sizeof(*buf), GFP_KERNEL); 974 if (unlikely(!buf)) 975 return -ENOMEM; 976 977 ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_ne_placement, 978 true, vmw_bo_bo_free); 979 if (unlikely(ret != 0)) 980 goto out; 981 982 ret = ttm_bo_reserve(&buf->base, false, true, NULL); 983 if (unlikely(ret != 0)) 984 goto no_reserve; 985 986 /* Map and copy shader bytecode. */ 987 ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT, 988 &map); 989 if (unlikely(ret != 0)) { 990 ttm_bo_unreserve(&buf->base); 991 goto no_reserve; 992 } 993 994 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size); 995 WARN_ON(is_iomem); 996 997 ttm_bo_kunmap(&map); 998 ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx); 999 WARN_ON(ret != 0); 1000 ttm_bo_unreserve(&buf->base); 1001 1002 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type); 1003 if (unlikely(ret != 0)) 1004 goto no_reserve; 1005 1006 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader, 1007 vmw_shader_key(user_key, shader_type), 1008 res, list); 1009 vmw_resource_unreference(&res); 1010 no_reserve: 1011 vmw_bo_unreference(&buf); 1012 out: 1013 return ret; 1014 } 1015 1016 /** 1017 * vmw_shader_lookup - Look up a compat shader 1018 * 1019 * @man: Pointer to the command buffer managed resource manager identifying 1020 * the shader namespace. 1021 * @user_key: The user space id of the shader. 1022 * @shader_type: The shader type. 1023 * 1024 * Returns a refcounted pointer to a struct vmw_resource if the shader was 1025 * found. An error pointer otherwise. 1026 */ 1027 struct vmw_resource * 1028 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man, 1029 u32 user_key, 1030 SVGA3dShaderType shader_type) 1031 { 1032 if (!vmw_shader_id_ok(user_key, shader_type)) 1033 return ERR_PTR(-EINVAL); 1034 1035 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader, 1036 vmw_shader_key(user_key, shader_type)); 1037 } 1038 1039 int vmw_shader_define_ioctl(struct drm_device *dev, void *data, 1040 struct drm_file *file_priv) 1041 { 1042 struct drm_vmw_shader_create_arg *arg = 1043 (struct drm_vmw_shader_create_arg *)data; 1044 1045 return vmw_shader_define(dev, file_priv, arg->shader_type, 1046 arg->buffer_handle, 1047 arg->size, arg->offset, 1048 0, 0, 1049 &arg->shader_handle); 1050 } 1051