xref: /linux/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c (revision fab183d632628381b466a41479489541ac0e29a0)
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