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 *
vmw_res_to_shader(struct vmw_resource * res)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 *
vmw_res_to_dx_shader(struct vmw_resource * res)145 vmw_res_to_dx_shader(struct vmw_resource *res)
146 {
147 return container_of(res, struct vmw_dx_shader, res);
148 }
149
vmw_hw_shader_destroy(struct vmw_resource * res)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
vmw_gb_shader_init(struct vmw_private * dev_priv,struct vmw_resource * res,uint32_t size,uint64_t offset,SVGA3dShaderType type,uint8_t num_input_sig,uint8_t num_output_sig,struct vmw_buffer_object * byte_code,void (* res_free)(struct vmw_resource * res))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
vmw_gb_shader_create(struct vmw_resource * res)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_FIFO_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_fifo_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
vmw_gb_shader_bind(struct vmw_resource * res,struct ttm_validate_buffer * val_buf)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->mem.mem_type != VMW_PL_MOB);
258
259 cmd = VMW_FIFO_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->mem.start;
267 cmd->body.offsetInBytes = res->backup_offset;
268 res->backup_dirty = false;
269 vmw_fifo_commit(dev_priv, sizeof(*cmd));
270
271 return 0;
272 }
273
vmw_gb_shader_unbind(struct vmw_resource * res,bool readback,struct ttm_validate_buffer * val_buf)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.mem.mem_type != VMW_PL_MOB);
286
287 cmd = VMW_FIFO_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_fifo_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
vmw_gb_shader_destroy(struct vmw_resource * res)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_FIFO_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_fifo_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 */
vmw_dx_shader_commit_notify(struct vmw_resource * res,enum vmw_cmdbuf_res_state state)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 */
vmw_dx_shader_unscrub(struct vmw_resource * res)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_FIFO_RESERVE_DX(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.mem.start;
406 cmd->body.offsetInBytes = res->backup_offset;
407 vmw_fifo_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 */
vmw_dx_shader_create(struct vmw_resource * res)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 */
vmw_dx_shader_bind(struct vmw_resource * res,struct ttm_validate_buffer * val_buf)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->mem.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 */
vmw_dx_shader_scrub(struct vmw_resource * res)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_FIFO_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_fifo_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 */
vmw_dx_shader_unbind(struct vmw_resource * res,bool readback,struct ttm_validate_buffer * val_buf)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.mem.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 */
vmw_dx_shader_cotable_list_scrub(struct vmw_private * dev_priv,struct list_head * list,bool readback)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 */
vmw_dx_shader_res_free(struct vmw_resource * res)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 */
vmw_dx_shader_add(struct vmw_cmdbuf_res_manager * man,struct vmw_resource * ctx,u32 user_key,SVGA3dShaderType shader_type,struct list_head * list)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 *
vmw_user_shader_base_to_res(struct ttm_base_object * base)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
vmw_user_shader_free(struct vmw_resource * res)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
vmw_shader_free(struct vmw_resource * res)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
vmw_user_shader_base_release(struct ttm_base_object ** p_base)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
vmw_shader_destroy_ioctl(struct drm_device * dev,void * data,struct drm_file * file_priv)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
vmw_user_shader_alloc(struct vmw_private * dev_priv,struct vmw_buffer_object * buffer,size_t shader_size,size_t offset,SVGA3dShaderType shader_type,uint8_t num_input_sig,uint8_t num_output_sig,struct ttm_object_file * tfile,u32 * handle)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
vmw_shader_alloc(struct vmw_private * dev_priv,struct vmw_buffer_object * buffer,size_t shader_size,size_t offset,SVGA3dShaderType shader_type)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
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)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.num_pages * PAGE_SIZE <
860 (u64)size + (u64)offset) {
861 VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
862 ret = -EINVAL;
863 goto out_bad_arg;
864 }
865 }
866
867 switch (shader_type_drm) {
868 case drm_vmw_shader_type_vs:
869 shader_type = SVGA3D_SHADERTYPE_VS;
870 break;
871 case drm_vmw_shader_type_ps:
872 shader_type = SVGA3D_SHADERTYPE_PS;
873 break;
874 default:
875 VMW_DEBUG_USER("Illegal shader type.\n");
876 ret = -EINVAL;
877 goto out_bad_arg;
878 }
879
880 ret = ttm_read_lock(&dev_priv->reservation_sem, true);
881 if (unlikely(ret != 0))
882 goto out_bad_arg;
883
884 ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
885 shader_type, num_input_sig,
886 num_output_sig, tfile, shader_handle);
887
888 ttm_read_unlock(&dev_priv->reservation_sem);
889 out_bad_arg:
890 vmw_bo_unreference(&buffer);
891 return ret;
892 }
893
894 /**
895 * vmw_shader_id_ok - Check whether a compat shader user key and
896 * shader type are within valid bounds.
897 *
898 * @user_key: User space id of the shader.
899 * @shader_type: Shader type.
900 *
901 * Returns true if valid false if not.
902 */
vmw_shader_id_ok(u32 user_key,SVGA3dShaderType shader_type)903 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
904 {
905 return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
906 }
907
908 /**
909 * vmw_shader_key - Compute a hash key suitable for a compat shader.
910 *
911 * @user_key: User space id of the shader.
912 * @shader_type: Shader type.
913 *
914 * Returns a hash key suitable for a command buffer managed resource
915 * manager hash table.
916 */
vmw_shader_key(u32 user_key,SVGA3dShaderType shader_type)917 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
918 {
919 return user_key | (shader_type << 20);
920 }
921
922 /**
923 * vmw_shader_remove - Stage a compat shader for removal.
924 *
925 * @man: Pointer to the compat shader manager identifying the shader namespace.
926 * @user_key: The key that is used to identify the shader. The key is
927 * unique to the shader type.
928 * @shader_type: Shader type.
929 * @list: Caller's list of staged command buffer resource actions.
930 */
vmw_shader_remove(struct vmw_cmdbuf_res_manager * man,u32 user_key,SVGA3dShaderType shader_type,struct list_head * list)931 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
932 u32 user_key, SVGA3dShaderType shader_type,
933 struct list_head *list)
934 {
935 struct vmw_resource *dummy;
936
937 if (!vmw_shader_id_ok(user_key, shader_type))
938 return -EINVAL;
939
940 return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
941 vmw_shader_key(user_key, shader_type),
942 list, &dummy);
943 }
944
945 /**
946 * vmw_compat_shader_add - Create a compat shader and stage it for addition
947 * as a command buffer managed resource.
948 *
949 * @man: Pointer to the compat shader manager identifying the shader namespace.
950 * @user_key: The key that is used to identify the shader. The key is
951 * unique to the shader type.
952 * @bytecode: Pointer to the bytecode of the shader.
953 * @shader_type: Shader type.
954 * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
955 * to be created with.
956 * @list: Caller's list of staged command buffer resource actions.
957 *
958 */
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)959 int vmw_compat_shader_add(struct vmw_private *dev_priv,
960 struct vmw_cmdbuf_res_manager *man,
961 u32 user_key, const void *bytecode,
962 SVGA3dShaderType shader_type,
963 size_t size,
964 struct list_head *list)
965 {
966 struct ttm_operation_ctx ctx = { false, true };
967 struct vmw_buffer_object *buf;
968 struct ttm_bo_kmap_obj map;
969 bool is_iomem;
970 int ret;
971 struct vmw_resource *res;
972
973 if (!vmw_shader_id_ok(user_key, shader_type))
974 return -EINVAL;
975
976 /* Allocate and pin a DMA buffer */
977 buf = kzalloc(sizeof(*buf), GFP_KERNEL);
978 if (unlikely(!buf))
979 return -ENOMEM;
980
981 ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_ne_placement,
982 true, vmw_bo_bo_free);
983 if (unlikely(ret != 0))
984 goto out;
985
986 ret = ttm_bo_reserve(&buf->base, false, true, NULL);
987 if (unlikely(ret != 0))
988 goto no_reserve;
989
990 /* Map and copy shader bytecode. */
991 ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
992 &map);
993 if (unlikely(ret != 0)) {
994 ttm_bo_unreserve(&buf->base);
995 goto no_reserve;
996 }
997
998 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
999 WARN_ON(is_iomem);
1000
1001 ttm_bo_kunmap(&map);
1002 ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
1003 WARN_ON(ret != 0);
1004 ttm_bo_unreserve(&buf->base);
1005
1006 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1007 if (unlikely(ret != 0))
1008 goto no_reserve;
1009
1010 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1011 vmw_shader_key(user_key, shader_type),
1012 res, list);
1013 vmw_resource_unreference(&res);
1014 no_reserve:
1015 vmw_bo_unreference(&buf);
1016 out:
1017 return ret;
1018 }
1019
1020 /**
1021 * vmw_shader_lookup - Look up a compat shader
1022 *
1023 * @man: Pointer to the command buffer managed resource manager identifying
1024 * the shader namespace.
1025 * @user_key: The user space id of the shader.
1026 * @shader_type: The shader type.
1027 *
1028 * Returns a refcounted pointer to a struct vmw_resource if the shader was
1029 * found. An error pointer otherwise.
1030 */
1031 struct vmw_resource *
vmw_shader_lookup(struct vmw_cmdbuf_res_manager * man,u32 user_key,SVGA3dShaderType shader_type)1032 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1033 u32 user_key,
1034 SVGA3dShaderType shader_type)
1035 {
1036 if (!vmw_shader_id_ok(user_key, shader_type))
1037 return ERR_PTR(-EINVAL);
1038
1039 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1040 vmw_shader_key(user_key, shader_type));
1041 }
1042
vmw_shader_define_ioctl(struct drm_device * dev,void * data,struct drm_file * file_priv)1043 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1044 struct drm_file *file_priv)
1045 {
1046 struct drm_vmw_shader_create_arg *arg =
1047 (struct drm_vmw_shader_create_arg *)data;
1048
1049 return vmw_shader_define(dev, file_priv, arg->shader_type,
1050 arg->buffer_handle,
1051 arg->size, arg->offset,
1052 0, 0,
1053 &arg->shader_handle);
1054 }
1055