1 // SPDX-License-Identifier: GPL-2.0 OR MIT
2 /**************************************************************************
3 *
4 * Copyright 2009-2023 VMware, Inc., Palo Alto, CA., USA
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 * USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 #include <linux/overflow.h>
29
30 #include <drm/ttm/ttm_placement.h>
31
32 #include "vmwgfx_binding.h"
33 #include "vmwgfx_bo.h"
34 #include "vmwgfx_drv.h"
35 #include "vmwgfx_resource_priv.h"
36
37 struct vmw_shader {
38 struct vmw_resource res;
39 SVGA3dShaderType type;
40 uint32_t size;
41 uint8_t num_input_sig;
42 uint8_t num_output_sig;
43 };
44
45 struct vmw_user_shader {
46 struct ttm_base_object base;
47 struct vmw_shader shader;
48 };
49
50 struct vmw_dx_shader {
51 struct vmw_resource res;
52 struct vmw_resource *ctx;
53 struct vmw_resource *cotable;
54 u32 id;
55 bool committed;
56 struct list_head cotable_head;
57 };
58
59 static void vmw_user_shader_free(struct vmw_resource *res);
60 static struct vmw_resource *
61 vmw_user_shader_base_to_res(struct ttm_base_object *base);
62
63 static int vmw_gb_shader_create(struct vmw_resource *res);
64 static int vmw_gb_shader_bind(struct vmw_resource *res,
65 struct ttm_validate_buffer *val_buf);
66 static int vmw_gb_shader_unbind(struct vmw_resource *res,
67 bool readback,
68 struct ttm_validate_buffer *val_buf);
69 static int vmw_gb_shader_destroy(struct vmw_resource *res);
70
71 static int vmw_dx_shader_create(struct vmw_resource *res);
72 static int vmw_dx_shader_bind(struct vmw_resource *res,
73 struct ttm_validate_buffer *val_buf);
74 static int vmw_dx_shader_unbind(struct vmw_resource *res,
75 bool readback,
76 struct ttm_validate_buffer *val_buf);
77 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
78 enum vmw_cmdbuf_res_state state);
79 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
80 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
81
82 static const struct vmw_user_resource_conv user_shader_conv = {
83 .object_type = VMW_RES_SHADER,
84 .base_obj_to_res = vmw_user_shader_base_to_res,
85 .res_free = vmw_user_shader_free
86 };
87
88 const struct vmw_user_resource_conv *user_shader_converter =
89 &user_shader_conv;
90
91
92 static const struct vmw_res_func vmw_gb_shader_func = {
93 .res_type = vmw_res_shader,
94 .needs_guest_memory = true,
95 .may_evict = true,
96 .prio = 3,
97 .dirty_prio = 3,
98 .type_name = "guest backed shaders",
99 .domain = VMW_BO_DOMAIN_MOB,
100 .busy_domain = VMW_BO_DOMAIN_MOB,
101 .create = vmw_gb_shader_create,
102 .destroy = vmw_gb_shader_destroy,
103 .bind = vmw_gb_shader_bind,
104 .unbind = vmw_gb_shader_unbind
105 };
106
107 static const struct vmw_res_func vmw_dx_shader_func = {
108 .res_type = vmw_res_shader,
109 .needs_guest_memory = true,
110 .may_evict = true,
111 .prio = 3,
112 .dirty_prio = 3,
113 .type_name = "dx shaders",
114 .domain = VMW_BO_DOMAIN_MOB,
115 .busy_domain = VMW_BO_DOMAIN_MOB,
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_bo * 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_bo *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->guest_memory_size = size;
184 if (byte_code) {
185 res->guest_memory_bo = vmw_user_bo_ref(byte_code);
186 res->guest_memory_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_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
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->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->guest_memory_offset;
268 res->guest_memory_dirty = false;
269 vmw_cmd_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->guest_memory_bo->tbo.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
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_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 */
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_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->guest_memory_bo->tbo.resource->start;
406 cmd->body.offsetInBytes = res->guest_memory_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 */
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->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 */
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_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 */
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->guest_memory_bo->tbo.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 */
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.
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_dx_shader *shader = vmw_res_to_dx_shader(res);
571
572 vmw_resource_unreference(&shader->cotable);
573 kfree(shader);
574 }
575
576 /**
577 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
578 * resource.
579 *
580 * @man: The command buffer resource manager.
581 * @ctx: Pointer to the context resource.
582 * @user_key: The id used for this shader.
583 * @shader_type: The shader type.
584 * @list: The list of staged command buffer managed resources.
585 */
vmw_dx_shader_add(struct vmw_cmdbuf_res_manager * man,struct vmw_resource * ctx,u32 user_key,SVGA3dShaderType shader_type,struct list_head * list)586 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
587 struct vmw_resource *ctx,
588 u32 user_key,
589 SVGA3dShaderType shader_type,
590 struct list_head *list)
591 {
592 struct vmw_dx_shader *shader;
593 struct vmw_resource *res;
594 struct vmw_private *dev_priv = ctx->dev_priv;
595 int ret;
596
597 if (!vmw_shader_id_ok(user_key, shader_type))
598 return -EINVAL;
599
600 shader = kmalloc_obj(*shader);
601 if (!shader) {
602 return -ENOMEM;
603 }
604
605 res = &shader->res;
606 shader->ctx = ctx;
607 shader->cotable = vmw_resource_reference
608 (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
609 shader->id = user_key;
610 shader->committed = false;
611 INIT_LIST_HEAD(&shader->cotable_head);
612 ret = vmw_resource_init(dev_priv, res, true,
613 vmw_dx_shader_res_free, &vmw_dx_shader_func);
614 if (ret)
615 goto out_resource_init;
616
617 /*
618 * The user_key name-space is not per shader type for DX shaders,
619 * so when hashing, use a single zero shader type.
620 */
621 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
622 vmw_shader_key(user_key, 0),
623 res, list);
624 if (ret)
625 goto out_resource_init;
626
627 res->id = shader->id;
628 res->hw_destroy = vmw_hw_shader_destroy;
629
630 out_resource_init:
631 vmw_resource_unreference(&res);
632
633 return ret;
634 }
635
636
637
638 /*
639 * User-space shader management:
640 */
641
642 static struct vmw_resource *
vmw_user_shader_base_to_res(struct ttm_base_object * base)643 vmw_user_shader_base_to_res(struct ttm_base_object *base)
644 {
645 return &(container_of(base, struct vmw_user_shader, base)->
646 shader.res);
647 }
648
vmw_user_shader_free(struct vmw_resource * res)649 static void vmw_user_shader_free(struct vmw_resource *res)
650 {
651 struct vmw_user_shader *ushader =
652 container_of(res, struct vmw_user_shader, shader.res);
653
654 ttm_base_object_kfree(ushader, base);
655 }
656
vmw_shader_free(struct vmw_resource * res)657 static void vmw_shader_free(struct vmw_resource *res)
658 {
659 struct vmw_shader *shader = vmw_res_to_shader(res);
660
661 kfree(shader);
662 }
663
664 /*
665 * This function is called when user space has no more references on the
666 * base object. It releases the base-object's reference on the resource object.
667 */
668
vmw_user_shader_base_release(struct ttm_base_object ** p_base)669 static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
670 {
671 struct ttm_base_object *base = *p_base;
672 struct vmw_resource *res = vmw_user_shader_base_to_res(base);
673
674 *p_base = NULL;
675 vmw_resource_unreference(&res);
676 }
677
vmw_shader_destroy_ioctl(struct drm_device * dev,void * data,struct drm_file * file_priv)678 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
679 struct drm_file *file_priv)
680 {
681 struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
682 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
683
684 return ttm_ref_object_base_unref(tfile, arg->handle);
685 }
686
vmw_user_shader_alloc(struct vmw_private * dev_priv,struct vmw_bo * buffer,size_t shader_size,u64 offset,SVGA3dShaderType shader_type,uint8_t num_input_sig,uint8_t num_output_sig,struct ttm_object_file * tfile,u32 * handle)687 static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
688 struct vmw_bo *buffer,
689 size_t shader_size,
690 u64 offset,
691 SVGA3dShaderType shader_type,
692 uint8_t num_input_sig,
693 uint8_t num_output_sig,
694 struct ttm_object_file *tfile,
695 u32 *handle)
696 {
697 struct vmw_user_shader *ushader;
698 struct vmw_resource *res, *tmp;
699 int ret;
700
701 ushader = kzalloc_obj(*ushader);
702 if (unlikely(!ushader)) {
703 ret = -ENOMEM;
704 goto out;
705 }
706
707 res = &ushader->shader.res;
708 ushader->base.shareable = false;
709 ushader->base.tfile = NULL;
710
711 /*
712 * From here on, the destructor takes over resource freeing.
713 */
714
715 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
716 offset, shader_type, num_input_sig,
717 num_output_sig, buffer,
718 vmw_user_shader_free);
719 if (unlikely(ret != 0))
720 goto out;
721
722 tmp = vmw_resource_reference(res);
723 ret = ttm_base_object_init(tfile, &ushader->base, false,
724 VMW_RES_SHADER,
725 &vmw_user_shader_base_release);
726
727 if (unlikely(ret != 0)) {
728 vmw_resource_unreference(&tmp);
729 goto out_err;
730 }
731
732 if (handle)
733 *handle = ushader->base.handle;
734 out_err:
735 vmw_resource_unreference(&res);
736 out:
737 return ret;
738 }
739
740
vmw_shader_alloc(struct vmw_private * dev_priv,struct vmw_bo * buffer,size_t shader_size,u64 offset,SVGA3dShaderType shader_type)741 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
742 struct vmw_bo *buffer,
743 size_t shader_size,
744 u64 offset,
745 SVGA3dShaderType shader_type)
746 {
747 struct vmw_shader *shader;
748 struct vmw_resource *res;
749 int ret;
750
751 shader = kzalloc_obj(*shader);
752 if (unlikely(!shader)) {
753 ret = -ENOMEM;
754 goto out_err;
755 }
756
757 res = &shader->res;
758
759 /*
760 * From here on, the destructor takes over resource freeing.
761 */
762 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
763 offset, shader_type, 0, 0, buffer,
764 vmw_shader_free);
765
766 out_err:
767 return ret ? ERR_PTR(ret) : res;
768 }
769
770
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,u64 offset,uint8_t num_input_sig,uint8_t num_output_sig,uint32_t * shader_handle)771 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
772 enum drm_vmw_shader_type shader_type_drm,
773 u32 buffer_handle, size_t size, u64 offset,
774 uint8_t num_input_sig, uint8_t num_output_sig,
775 uint32_t *shader_handle)
776 {
777 struct vmw_private *dev_priv = vmw_priv(dev);
778 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
779 struct vmw_bo *buffer = NULL;
780 SVGA3dShaderType shader_type;
781 int ret;
782
783 if (buffer_handle != SVGA3D_INVALID_ID) {
784 u64 end;
785
786 ret = vmw_user_bo_lookup(file_priv, buffer_handle, &buffer);
787 if (unlikely(ret != 0)) {
788 VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
789 return ret;
790 }
791
792 if (check_add_overflow((u64)size, (u64)offset, &end) ||
793 end > buffer->tbo.base.size) {
794 VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
795 ret = -EINVAL;
796 goto out_bad_arg;
797 }
798 }
799
800 switch (shader_type_drm) {
801 case drm_vmw_shader_type_vs:
802 shader_type = SVGA3D_SHADERTYPE_VS;
803 break;
804 case drm_vmw_shader_type_ps:
805 shader_type = SVGA3D_SHADERTYPE_PS;
806 break;
807 default:
808 VMW_DEBUG_USER("Illegal shader type.\n");
809 ret = -EINVAL;
810 goto out_bad_arg;
811 }
812
813 ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
814 shader_type, num_input_sig,
815 num_output_sig, tfile, shader_handle);
816 out_bad_arg:
817 vmw_user_bo_unref(&buffer);
818 return ret;
819 }
820
821 /**
822 * vmw_shader_id_ok - Check whether a compat shader user key and
823 * shader type are within valid bounds.
824 *
825 * @user_key: User space id of the shader.
826 * @shader_type: Shader type.
827 *
828 * Returns true if valid false if not.
829 */
vmw_shader_id_ok(u32 user_key,SVGA3dShaderType shader_type)830 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
831 {
832 return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
833 }
834
835 /**
836 * vmw_shader_key - Compute a hash key suitable for a compat shader.
837 *
838 * @user_key: User space id of the shader.
839 * @shader_type: Shader type.
840 *
841 * Returns a hash key suitable for a command buffer managed resource
842 * manager hash table.
843 */
vmw_shader_key(u32 user_key,SVGA3dShaderType shader_type)844 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
845 {
846 return user_key | (shader_type << 20);
847 }
848
849 /**
850 * vmw_shader_remove - Stage a compat shader for removal.
851 *
852 * @man: Pointer to the compat shader manager identifying the shader namespace.
853 * @user_key: The key that is used to identify the shader. The key is
854 * unique to the shader type.
855 * @shader_type: Shader type.
856 * @list: Caller's list of staged command buffer resource actions.
857 */
vmw_shader_remove(struct vmw_cmdbuf_res_manager * man,u32 user_key,SVGA3dShaderType shader_type,struct list_head * list)858 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
859 u32 user_key, SVGA3dShaderType shader_type,
860 struct list_head *list)
861 {
862 struct vmw_resource *dummy;
863
864 if (!vmw_shader_id_ok(user_key, shader_type))
865 return -EINVAL;
866
867 return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
868 vmw_shader_key(user_key, shader_type),
869 list, &dummy);
870 }
871
872 /**
873 * vmw_compat_shader_add - Create a compat shader and stage it for addition
874 * as a command buffer managed resource.
875 *
876 * @dev_priv: Pointer to device private structure.
877 * @man: Pointer to the compat shader manager identifying the shader namespace.
878 * @user_key: The key that is used to identify the shader. The key is
879 * unique to the shader type.
880 * @bytecode: Pointer to the bytecode of the shader.
881 * @shader_type: Shader type.
882 * @size: Command size.
883 * @list: Caller's list of staged command buffer resource actions.
884 *
885 */
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)886 int vmw_compat_shader_add(struct vmw_private *dev_priv,
887 struct vmw_cmdbuf_res_manager *man,
888 u32 user_key, const void *bytecode,
889 SVGA3dShaderType shader_type,
890 size_t size,
891 struct list_head *list)
892 {
893 struct ttm_operation_ctx ctx = { false, true };
894 struct vmw_bo *buf;
895 struct ttm_bo_kmap_obj map;
896 bool is_iomem;
897 int ret;
898 struct vmw_resource *res;
899 struct vmw_bo_params bo_params = {
900 .domain = VMW_BO_DOMAIN_SYS,
901 .busy_domain = VMW_BO_DOMAIN_SYS,
902 .bo_type = ttm_bo_type_device,
903 .size = size,
904 .pin = false,
905 .keep_resv = true,
906 };
907
908 if (!vmw_shader_id_ok(user_key, shader_type))
909 return -EINVAL;
910
911 ret = vmw_bo_create(dev_priv, &bo_params, &buf);
912 if (unlikely(ret != 0))
913 goto out;
914
915 /* Map and copy shader bytecode. */
916 ret = ttm_bo_kmap(&buf->tbo, 0, PFN_UP(size), &map);
917 if (unlikely(ret != 0)) {
918 ttm_bo_unreserve(&buf->tbo);
919 goto no_reserve;
920 }
921
922 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
923 WARN_ON(is_iomem);
924
925 ttm_bo_kunmap(&map);
926 ret = ttm_bo_validate(&buf->tbo, &buf->placement, &ctx);
927 WARN_ON(ret != 0);
928 ttm_bo_unreserve(&buf->tbo);
929
930 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
931 if (IS_ERR(res)) {
932 ret = PTR_ERR(res);
933 goto no_reserve;
934 }
935
936 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
937 vmw_shader_key(user_key, shader_type),
938 res, list);
939 vmw_resource_unreference(&res);
940 no_reserve:
941 vmw_bo_unreference(&buf);
942 out:
943 return ret;
944 }
945
946 /**
947 * vmw_shader_lookup - Look up a compat shader
948 *
949 * @man: Pointer to the command buffer managed resource manager identifying
950 * the shader namespace.
951 * @user_key: The user space id of the shader.
952 * @shader_type: The shader type.
953 *
954 * Returns a refcounted pointer to a struct vmw_resource if the shader was
955 * found. An error pointer otherwise.
956 */
957 struct vmw_resource *
vmw_shader_lookup(struct vmw_cmdbuf_res_manager * man,u32 user_key,SVGA3dShaderType shader_type)958 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
959 u32 user_key,
960 SVGA3dShaderType shader_type)
961 {
962 if (!vmw_shader_id_ok(user_key, shader_type))
963 return ERR_PTR(-EINVAL);
964
965 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
966 vmw_shader_key(user_key, shader_type));
967 }
968
vmw_shader_define_ioctl(struct drm_device * dev,void * data,struct drm_file * file_priv)969 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
970 struct drm_file *file_priv)
971 {
972 struct drm_vmw_shader_create_arg *arg =
973 (struct drm_vmw_shader_create_arg *)data;
974
975 return vmw_shader_define(dev, file_priv, arg->shader_type,
976 arg->buffer_handle,
977 arg->size, arg->offset,
978 0, 0,
979 &arg->shader_handle);
980 }
981