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 <drm/ttm/ttm_placement.h> 29 30 #include "vmwgfx_binding.h" 31 #include "vmwgfx_bo.h" 32 #include "vmwgfx_drv.h" 33 #include "vmwgfx_resource_priv.h" 34 35 struct vmw_shader { 36 struct vmw_resource res; 37 SVGA3dShaderType type; 38 uint32_t size; 39 uint8_t num_input_sig; 40 uint8_t num_output_sig; 41 }; 42 43 struct vmw_user_shader { 44 struct ttm_base_object base; 45 struct vmw_shader shader; 46 }; 47 48 struct vmw_dx_shader { 49 struct vmw_resource res; 50 struct vmw_resource *ctx; 51 struct vmw_resource *cotable; 52 u32 id; 53 bool committed; 54 struct list_head cotable_head; 55 }; 56 57 static void vmw_user_shader_free(struct vmw_resource *res); 58 static struct vmw_resource * 59 vmw_user_shader_base_to_res(struct ttm_base_object *base); 60 61 static int vmw_gb_shader_create(struct vmw_resource *res); 62 static int vmw_gb_shader_bind(struct vmw_resource *res, 63 struct ttm_validate_buffer *val_buf); 64 static int vmw_gb_shader_unbind(struct vmw_resource *res, 65 bool readback, 66 struct ttm_validate_buffer *val_buf); 67 static int vmw_gb_shader_destroy(struct vmw_resource *res); 68 69 static int vmw_dx_shader_create(struct vmw_resource *res); 70 static int vmw_dx_shader_bind(struct vmw_resource *res, 71 struct ttm_validate_buffer *val_buf); 72 static int vmw_dx_shader_unbind(struct vmw_resource *res, 73 bool readback, 74 struct ttm_validate_buffer *val_buf); 75 static void vmw_dx_shader_commit_notify(struct vmw_resource *res, 76 enum vmw_cmdbuf_res_state state); 77 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type); 78 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type); 79 80 static const struct vmw_user_resource_conv user_shader_conv = { 81 .object_type = VMW_RES_SHADER, 82 .base_obj_to_res = vmw_user_shader_base_to_res, 83 .res_free = vmw_user_shader_free 84 }; 85 86 const struct vmw_user_resource_conv *user_shader_converter = 87 &user_shader_conv; 88 89 90 static const struct vmw_res_func vmw_gb_shader_func = { 91 .res_type = vmw_res_shader, 92 .needs_guest_memory = true, 93 .may_evict = true, 94 .prio = 3, 95 .dirty_prio = 3, 96 .type_name = "guest backed shaders", 97 .domain = VMW_BO_DOMAIN_MOB, 98 .busy_domain = VMW_BO_DOMAIN_MOB, 99 .create = vmw_gb_shader_create, 100 .destroy = vmw_gb_shader_destroy, 101 .bind = vmw_gb_shader_bind, 102 .unbind = vmw_gb_shader_unbind 103 }; 104 105 static const struct vmw_res_func vmw_dx_shader_func = { 106 .res_type = vmw_res_shader, 107 .needs_guest_memory = true, 108 .may_evict = true, 109 .prio = 3, 110 .dirty_prio = 3, 111 .type_name = "dx shaders", 112 .domain = VMW_BO_DOMAIN_MOB, 113 .busy_domain = VMW_BO_DOMAIN_MOB, 114 .create = vmw_dx_shader_create, 115 /* 116 * The destroy callback is only called with a committed resource on 117 * context destroy, in which case we destroy the cotable anyway, 118 * so there's no need to destroy DX shaders separately. 119 */ 120 .destroy = NULL, 121 .bind = vmw_dx_shader_bind, 122 .unbind = vmw_dx_shader_unbind, 123 .commit_notify = vmw_dx_shader_commit_notify, 124 }; 125 126 /* 127 * Shader management: 128 */ 129 130 static inline struct vmw_shader * 131 vmw_res_to_shader(struct vmw_resource *res) 132 { 133 return container_of(res, struct vmw_shader, res); 134 } 135 136 /** 137 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a 138 * struct vmw_dx_shader 139 * 140 * @res: Pointer to the struct vmw_resource. 141 */ 142 static inline struct vmw_dx_shader * 143 vmw_res_to_dx_shader(struct vmw_resource *res) 144 { 145 return container_of(res, struct vmw_dx_shader, res); 146 } 147 148 static void vmw_hw_shader_destroy(struct vmw_resource *res) 149 { 150 if (likely(res->func->destroy)) 151 (void) res->func->destroy(res); 152 else 153 res->id = -1; 154 } 155 156 157 static int vmw_gb_shader_init(struct vmw_private *dev_priv, 158 struct vmw_resource *res, 159 uint32_t size, 160 uint64_t offset, 161 SVGA3dShaderType type, 162 uint8_t num_input_sig, 163 uint8_t num_output_sig, 164 struct vmw_bo *byte_code, 165 void (*res_free) (struct vmw_resource *res)) 166 { 167 struct vmw_shader *shader = vmw_res_to_shader(res); 168 int ret; 169 170 ret = vmw_resource_init(dev_priv, res, true, res_free, 171 &vmw_gb_shader_func); 172 173 if (unlikely(ret != 0)) { 174 if (res_free) 175 res_free(res); 176 else 177 kfree(res); 178 return ret; 179 } 180 181 res->guest_memory_size = size; 182 if (byte_code) { 183 res->guest_memory_bo = vmw_user_bo_ref(byte_code); 184 res->guest_memory_offset = offset; 185 } 186 shader->size = size; 187 shader->type = type; 188 shader->num_input_sig = num_input_sig; 189 shader->num_output_sig = num_output_sig; 190 191 res->hw_destroy = vmw_hw_shader_destroy; 192 return 0; 193 } 194 195 /* 196 * GB shader code: 197 */ 198 199 static int vmw_gb_shader_create(struct vmw_resource *res) 200 { 201 struct vmw_private *dev_priv = res->dev_priv; 202 struct vmw_shader *shader = vmw_res_to_shader(res); 203 int ret; 204 struct { 205 SVGA3dCmdHeader header; 206 SVGA3dCmdDefineGBShader body; 207 } *cmd; 208 209 if (likely(res->id != -1)) 210 return 0; 211 212 ret = vmw_resource_alloc_id(res); 213 if (unlikely(ret != 0)) { 214 DRM_ERROR("Failed to allocate a shader id.\n"); 215 goto out_no_id; 216 } 217 218 if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) { 219 ret = -EBUSY; 220 goto out_no_fifo; 221 } 222 223 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); 224 if (unlikely(cmd == NULL)) { 225 ret = -ENOMEM; 226 goto out_no_fifo; 227 } 228 229 cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER; 230 cmd->header.size = sizeof(cmd->body); 231 cmd->body.shid = res->id; 232 cmd->body.type = shader->type; 233 cmd->body.sizeInBytes = shader->size; 234 vmw_cmd_commit(dev_priv, sizeof(*cmd)); 235 vmw_fifo_resource_inc(dev_priv); 236 237 return 0; 238 239 out_no_fifo: 240 vmw_resource_release_id(res); 241 out_no_id: 242 return ret; 243 } 244 245 static int vmw_gb_shader_bind(struct vmw_resource *res, 246 struct ttm_validate_buffer *val_buf) 247 { 248 struct vmw_private *dev_priv = res->dev_priv; 249 struct { 250 SVGA3dCmdHeader header; 251 SVGA3dCmdBindGBShader body; 252 } *cmd; 253 struct ttm_buffer_object *bo = val_buf->bo; 254 255 BUG_ON(bo->resource->mem_type != VMW_PL_MOB); 256 257 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); 258 if (unlikely(cmd == NULL)) 259 return -ENOMEM; 260 261 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER; 262 cmd->header.size = sizeof(cmd->body); 263 cmd->body.shid = res->id; 264 cmd->body.mobid = bo->resource->start; 265 cmd->body.offsetInBytes = res->guest_memory_offset; 266 res->guest_memory_dirty = false; 267 vmw_cmd_commit(dev_priv, sizeof(*cmd)); 268 269 return 0; 270 } 271 272 static int vmw_gb_shader_unbind(struct vmw_resource *res, 273 bool readback, 274 struct ttm_validate_buffer *val_buf) 275 { 276 struct vmw_private *dev_priv = res->dev_priv; 277 struct { 278 SVGA3dCmdHeader header; 279 SVGA3dCmdBindGBShader body; 280 } *cmd; 281 struct vmw_fence_obj *fence; 282 283 BUG_ON(res->guest_memory_bo->tbo.resource->mem_type != VMW_PL_MOB); 284 285 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); 286 if (unlikely(cmd == NULL)) 287 return -ENOMEM; 288 289 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER; 290 cmd->header.size = sizeof(cmd->body); 291 cmd->body.shid = res->id; 292 cmd->body.mobid = SVGA3D_INVALID_ID; 293 cmd->body.offsetInBytes = 0; 294 vmw_cmd_commit(dev_priv, sizeof(*cmd)); 295 296 /* 297 * Create a fence object and fence the backup buffer. 298 */ 299 300 (void) vmw_execbuf_fence_commands(NULL, dev_priv, 301 &fence, NULL); 302 303 vmw_bo_fence_single(val_buf->bo, fence); 304 305 if (likely(fence != NULL)) 306 vmw_fence_obj_unreference(&fence); 307 308 return 0; 309 } 310 311 static int vmw_gb_shader_destroy(struct vmw_resource *res) 312 { 313 struct vmw_private *dev_priv = res->dev_priv; 314 struct { 315 SVGA3dCmdHeader header; 316 SVGA3dCmdDestroyGBShader body; 317 } *cmd; 318 319 if (likely(res->id == -1)) 320 return 0; 321 322 mutex_lock(&dev_priv->binding_mutex); 323 vmw_binding_res_list_scrub(&res->binding_head); 324 325 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); 326 if (unlikely(cmd == NULL)) { 327 mutex_unlock(&dev_priv->binding_mutex); 328 return -ENOMEM; 329 } 330 331 cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER; 332 cmd->header.size = sizeof(cmd->body); 333 cmd->body.shid = res->id; 334 vmw_cmd_commit(dev_priv, sizeof(*cmd)); 335 mutex_unlock(&dev_priv->binding_mutex); 336 vmw_resource_release_id(res); 337 vmw_fifo_resource_dec(dev_priv); 338 339 return 0; 340 } 341 342 /* 343 * DX shader code: 344 */ 345 346 /** 347 * vmw_dx_shader_commit_notify - Notify that a shader operation has been 348 * committed to hardware from a user-supplied command stream. 349 * 350 * @res: Pointer to the shader resource. 351 * @state: Indicating whether a creation or removal has been committed. 352 * 353 */ 354 static void vmw_dx_shader_commit_notify(struct vmw_resource *res, 355 enum vmw_cmdbuf_res_state state) 356 { 357 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 358 struct vmw_private *dev_priv = res->dev_priv; 359 360 if (state == VMW_CMDBUF_RES_ADD) { 361 mutex_lock(&dev_priv->binding_mutex); 362 vmw_cotable_add_resource(shader->cotable, 363 &shader->cotable_head); 364 shader->committed = true; 365 res->id = shader->id; 366 mutex_unlock(&dev_priv->binding_mutex); 367 } else { 368 mutex_lock(&dev_priv->binding_mutex); 369 list_del_init(&shader->cotable_head); 370 shader->committed = false; 371 res->id = -1; 372 mutex_unlock(&dev_priv->binding_mutex); 373 } 374 } 375 376 /** 377 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader. 378 * 379 * @res: The shader resource 380 * 381 * This function reverts a scrub operation. 382 */ 383 static int vmw_dx_shader_unscrub(struct vmw_resource *res) 384 { 385 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 386 struct vmw_private *dev_priv = res->dev_priv; 387 struct { 388 SVGA3dCmdHeader header; 389 SVGA3dCmdDXBindShader body; 390 } *cmd; 391 392 if (!list_empty(&shader->cotable_head) || !shader->committed) 393 return 0; 394 395 cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id); 396 if (unlikely(cmd == NULL)) 397 return -ENOMEM; 398 399 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER; 400 cmd->header.size = sizeof(cmd->body); 401 cmd->body.cid = shader->ctx->id; 402 cmd->body.shid = shader->id; 403 cmd->body.mobid = res->guest_memory_bo->tbo.resource->start; 404 cmd->body.offsetInBytes = res->guest_memory_offset; 405 vmw_cmd_commit(dev_priv, sizeof(*cmd)); 406 407 vmw_cotable_add_resource(shader->cotable, &shader->cotable_head); 408 409 return 0; 410 } 411 412 /** 413 * vmw_dx_shader_create - The DX shader create callback 414 * 415 * @res: The DX shader resource 416 * 417 * The create callback is called as part of resource validation and 418 * makes sure that we unscrub the shader if it's previously been scrubbed. 419 */ 420 static int vmw_dx_shader_create(struct vmw_resource *res) 421 { 422 struct vmw_private *dev_priv = res->dev_priv; 423 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 424 int ret = 0; 425 426 WARN_ON_ONCE(!shader->committed); 427 428 if (vmw_resource_mob_attached(res)) { 429 mutex_lock(&dev_priv->binding_mutex); 430 ret = vmw_dx_shader_unscrub(res); 431 mutex_unlock(&dev_priv->binding_mutex); 432 } 433 434 res->id = shader->id; 435 return ret; 436 } 437 438 /** 439 * vmw_dx_shader_bind - The DX shader bind callback 440 * 441 * @res: The DX shader resource 442 * @val_buf: Pointer to the validate buffer. 443 * 444 */ 445 static int vmw_dx_shader_bind(struct vmw_resource *res, 446 struct ttm_validate_buffer *val_buf) 447 { 448 struct vmw_private *dev_priv = res->dev_priv; 449 struct ttm_buffer_object *bo = val_buf->bo; 450 451 BUG_ON(bo->resource->mem_type != VMW_PL_MOB); 452 mutex_lock(&dev_priv->binding_mutex); 453 vmw_dx_shader_unscrub(res); 454 mutex_unlock(&dev_priv->binding_mutex); 455 456 return 0; 457 } 458 459 /** 460 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader. 461 * 462 * @res: The shader resource 463 * 464 * This function unbinds a MOB from the DX shader without requiring the 465 * MOB dma_buffer to be reserved. The driver still considers the MOB bound. 466 * However, once the driver eventually decides to unbind the MOB, it doesn't 467 * need to access the context. 468 */ 469 static int vmw_dx_shader_scrub(struct vmw_resource *res) 470 { 471 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 472 struct vmw_private *dev_priv = res->dev_priv; 473 struct { 474 SVGA3dCmdHeader header; 475 SVGA3dCmdDXBindShader body; 476 } *cmd; 477 478 if (list_empty(&shader->cotable_head)) 479 return 0; 480 481 WARN_ON_ONCE(!shader->committed); 482 cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); 483 if (unlikely(cmd == NULL)) 484 return -ENOMEM; 485 486 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER; 487 cmd->header.size = sizeof(cmd->body); 488 cmd->body.cid = shader->ctx->id; 489 cmd->body.shid = res->id; 490 cmd->body.mobid = SVGA3D_INVALID_ID; 491 cmd->body.offsetInBytes = 0; 492 vmw_cmd_commit(dev_priv, sizeof(*cmd)); 493 res->id = -1; 494 list_del_init(&shader->cotable_head); 495 496 return 0; 497 } 498 499 /** 500 * vmw_dx_shader_unbind - The dx shader unbind callback. 501 * 502 * @res: The shader resource 503 * @readback: Whether this is a readback unbind. Currently unused. 504 * @val_buf: MOB buffer information. 505 */ 506 static int vmw_dx_shader_unbind(struct vmw_resource *res, 507 bool readback, 508 struct ttm_validate_buffer *val_buf) 509 { 510 struct vmw_private *dev_priv = res->dev_priv; 511 struct vmw_fence_obj *fence; 512 int ret; 513 514 BUG_ON(res->guest_memory_bo->tbo.resource->mem_type != VMW_PL_MOB); 515 516 mutex_lock(&dev_priv->binding_mutex); 517 ret = vmw_dx_shader_scrub(res); 518 mutex_unlock(&dev_priv->binding_mutex); 519 520 if (ret) 521 return ret; 522 523 (void) vmw_execbuf_fence_commands(NULL, dev_priv, 524 &fence, NULL); 525 vmw_bo_fence_single(val_buf->bo, fence); 526 527 if (likely(fence != NULL)) 528 vmw_fence_obj_unreference(&fence); 529 530 return 0; 531 } 532 533 /** 534 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for 535 * DX shaders. 536 * 537 * @dev_priv: Pointer to device private structure. 538 * @list: The list of cotable resources. 539 * @readback: Whether the call was part of a readback unbind. 540 * 541 * Scrubs all shader MOBs so that any subsequent shader unbind or shader 542 * destroy operation won't need to swap in the context. 543 */ 544 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv, 545 struct list_head *list, 546 bool readback) 547 { 548 struct vmw_dx_shader *entry, *next; 549 550 lockdep_assert_held_once(&dev_priv->binding_mutex); 551 552 list_for_each_entry_safe(entry, next, list, cotable_head) { 553 WARN_ON(vmw_dx_shader_scrub(&entry->res)); 554 if (!readback) 555 entry->committed = false; 556 } 557 } 558 559 /** 560 * vmw_dx_shader_res_free - The DX shader free callback 561 * 562 * @res: The shader resource 563 * 564 * Frees the DX shader resource. 565 */ 566 static void vmw_dx_shader_res_free(struct vmw_resource *res) 567 { 568 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); 569 570 vmw_resource_unreference(&shader->cotable); 571 kfree(shader); 572 } 573 574 /** 575 * vmw_dx_shader_add - Add a shader resource as a command buffer managed 576 * resource. 577 * 578 * @man: The command buffer resource manager. 579 * @ctx: Pointer to the context resource. 580 * @user_key: The id used for this shader. 581 * @shader_type: The shader type. 582 * @list: The list of staged command buffer managed resources. 583 */ 584 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man, 585 struct vmw_resource *ctx, 586 u32 user_key, 587 SVGA3dShaderType shader_type, 588 struct list_head *list) 589 { 590 struct vmw_dx_shader *shader; 591 struct vmw_resource *res; 592 struct vmw_private *dev_priv = ctx->dev_priv; 593 int ret; 594 595 if (!vmw_shader_id_ok(user_key, shader_type)) 596 return -EINVAL; 597 598 shader = kmalloc(sizeof(*shader), GFP_KERNEL); 599 if (!shader) { 600 return -ENOMEM; 601 } 602 603 res = &shader->res; 604 shader->ctx = ctx; 605 shader->cotable = vmw_resource_reference 606 (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER)); 607 shader->id = user_key; 608 shader->committed = false; 609 INIT_LIST_HEAD(&shader->cotable_head); 610 ret = vmw_resource_init(dev_priv, res, true, 611 vmw_dx_shader_res_free, &vmw_dx_shader_func); 612 if (ret) 613 goto out_resource_init; 614 615 /* 616 * The user_key name-space is not per shader type for DX shaders, 617 * so when hashing, use a single zero shader type. 618 */ 619 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader, 620 vmw_shader_key(user_key, 0), 621 res, list); 622 if (ret) 623 goto out_resource_init; 624 625 res->id = shader->id; 626 res->hw_destroy = vmw_hw_shader_destroy; 627 628 out_resource_init: 629 vmw_resource_unreference(&res); 630 631 return ret; 632 } 633 634 635 636 /* 637 * User-space shader management: 638 */ 639 640 static struct vmw_resource * 641 vmw_user_shader_base_to_res(struct ttm_base_object *base) 642 { 643 return &(container_of(base, struct vmw_user_shader, base)-> 644 shader.res); 645 } 646 647 static void vmw_user_shader_free(struct vmw_resource *res) 648 { 649 struct vmw_user_shader *ushader = 650 container_of(res, struct vmw_user_shader, shader.res); 651 652 ttm_base_object_kfree(ushader, base); 653 } 654 655 static void vmw_shader_free(struct vmw_resource *res) 656 { 657 struct vmw_shader *shader = vmw_res_to_shader(res); 658 659 kfree(shader); 660 } 661 662 /* 663 * This function is called when user space has no more references on the 664 * base object. It releases the base-object's reference on the resource object. 665 */ 666 667 static void vmw_user_shader_base_release(struct ttm_base_object **p_base) 668 { 669 struct ttm_base_object *base = *p_base; 670 struct vmw_resource *res = vmw_user_shader_base_to_res(base); 671 672 *p_base = NULL; 673 vmw_resource_unreference(&res); 674 } 675 676 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data, 677 struct drm_file *file_priv) 678 { 679 struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data; 680 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile; 681 682 return ttm_ref_object_base_unref(tfile, arg->handle); 683 } 684 685 static int vmw_user_shader_alloc(struct vmw_private *dev_priv, 686 struct vmw_bo *buffer, 687 size_t shader_size, 688 size_t offset, 689 SVGA3dShaderType shader_type, 690 uint8_t num_input_sig, 691 uint8_t num_output_sig, 692 struct ttm_object_file *tfile, 693 u32 *handle) 694 { 695 struct vmw_user_shader *ushader; 696 struct vmw_resource *res, *tmp; 697 int ret; 698 699 ushader = kzalloc(sizeof(*ushader), GFP_KERNEL); 700 if (unlikely(!ushader)) { 701 ret = -ENOMEM; 702 goto out; 703 } 704 705 res = &ushader->shader.res; 706 ushader->base.shareable = false; 707 ushader->base.tfile = NULL; 708 709 /* 710 * From here on, the destructor takes over resource freeing. 711 */ 712 713 ret = vmw_gb_shader_init(dev_priv, res, shader_size, 714 offset, shader_type, num_input_sig, 715 num_output_sig, buffer, 716 vmw_user_shader_free); 717 if (unlikely(ret != 0)) 718 goto out; 719 720 tmp = vmw_resource_reference(res); 721 ret = ttm_base_object_init(tfile, &ushader->base, false, 722 VMW_RES_SHADER, 723 &vmw_user_shader_base_release); 724 725 if (unlikely(ret != 0)) { 726 vmw_resource_unreference(&tmp); 727 goto out_err; 728 } 729 730 if (handle) 731 *handle = ushader->base.handle; 732 out_err: 733 vmw_resource_unreference(&res); 734 out: 735 return ret; 736 } 737 738 739 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv, 740 struct vmw_bo *buffer, 741 size_t shader_size, 742 size_t offset, 743 SVGA3dShaderType shader_type) 744 { 745 struct vmw_shader *shader; 746 struct vmw_resource *res; 747 int ret; 748 749 shader = kzalloc(sizeof(*shader), GFP_KERNEL); 750 if (unlikely(!shader)) { 751 ret = -ENOMEM; 752 goto out_err; 753 } 754 755 res = &shader->res; 756 757 /* 758 * From here on, the destructor takes over resource freeing. 759 */ 760 ret = vmw_gb_shader_init(dev_priv, res, shader_size, 761 offset, shader_type, 0, 0, buffer, 762 vmw_shader_free); 763 764 out_err: 765 return ret ? ERR_PTR(ret) : res; 766 } 767 768 769 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv, 770 enum drm_vmw_shader_type shader_type_drm, 771 u32 buffer_handle, size_t size, size_t offset, 772 uint8_t num_input_sig, uint8_t num_output_sig, 773 uint32_t *shader_handle) 774 { 775 struct vmw_private *dev_priv = vmw_priv(dev); 776 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile; 777 struct vmw_bo *buffer = NULL; 778 SVGA3dShaderType shader_type; 779 int ret; 780 781 if (buffer_handle != SVGA3D_INVALID_ID) { 782 ret = vmw_user_bo_lookup(file_priv, buffer_handle, &buffer); 783 if (unlikely(ret != 0)) { 784 VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n"); 785 return ret; 786 } 787 788 if ((u64)buffer->tbo.base.size < (u64)size + (u64)offset) { 789 VMW_DEBUG_USER("Illegal buffer- or shader size.\n"); 790 ret = -EINVAL; 791 goto out_bad_arg; 792 } 793 } 794 795 switch (shader_type_drm) { 796 case drm_vmw_shader_type_vs: 797 shader_type = SVGA3D_SHADERTYPE_VS; 798 break; 799 case drm_vmw_shader_type_ps: 800 shader_type = SVGA3D_SHADERTYPE_PS; 801 break; 802 default: 803 VMW_DEBUG_USER("Illegal shader type.\n"); 804 ret = -EINVAL; 805 goto out_bad_arg; 806 } 807 808 ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset, 809 shader_type, num_input_sig, 810 num_output_sig, tfile, shader_handle); 811 out_bad_arg: 812 vmw_user_bo_unref(&buffer); 813 return ret; 814 } 815 816 /** 817 * vmw_shader_id_ok - Check whether a compat shader user key and 818 * shader type are within valid bounds. 819 * 820 * @user_key: User space id of the shader. 821 * @shader_type: Shader type. 822 * 823 * Returns true if valid false if not. 824 */ 825 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type) 826 { 827 return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16; 828 } 829 830 /** 831 * vmw_shader_key - Compute a hash key suitable for a compat shader. 832 * 833 * @user_key: User space id of the shader. 834 * @shader_type: Shader type. 835 * 836 * Returns a hash key suitable for a command buffer managed resource 837 * manager hash table. 838 */ 839 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type) 840 { 841 return user_key | (shader_type << 20); 842 } 843 844 /** 845 * vmw_shader_remove - Stage a compat shader for removal. 846 * 847 * @man: Pointer to the compat shader manager identifying the shader namespace. 848 * @user_key: The key that is used to identify the shader. The key is 849 * unique to the shader type. 850 * @shader_type: Shader type. 851 * @list: Caller's list of staged command buffer resource actions. 852 */ 853 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man, 854 u32 user_key, SVGA3dShaderType shader_type, 855 struct list_head *list) 856 { 857 struct vmw_resource *dummy; 858 859 if (!vmw_shader_id_ok(user_key, shader_type)) 860 return -EINVAL; 861 862 return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader, 863 vmw_shader_key(user_key, shader_type), 864 list, &dummy); 865 } 866 867 /** 868 * vmw_compat_shader_add - Create a compat shader and stage it for addition 869 * as a command buffer managed resource. 870 * 871 * @dev_priv: Pointer to device private structure. 872 * @man: Pointer to the compat shader manager identifying the shader namespace. 873 * @user_key: The key that is used to identify the shader. The key is 874 * unique to the shader type. 875 * @bytecode: Pointer to the bytecode of the shader. 876 * @shader_type: Shader type. 877 * @size: Command size. 878 * @list: Caller's list of staged command buffer resource actions. 879 * 880 */ 881 int vmw_compat_shader_add(struct vmw_private *dev_priv, 882 struct vmw_cmdbuf_res_manager *man, 883 u32 user_key, const void *bytecode, 884 SVGA3dShaderType shader_type, 885 size_t size, 886 struct list_head *list) 887 { 888 struct ttm_operation_ctx ctx = { false, true }; 889 struct vmw_bo *buf; 890 struct ttm_bo_kmap_obj map; 891 bool is_iomem; 892 int ret; 893 struct vmw_resource *res; 894 struct vmw_bo_params bo_params = { 895 .domain = VMW_BO_DOMAIN_SYS, 896 .busy_domain = VMW_BO_DOMAIN_SYS, 897 .bo_type = ttm_bo_type_device, 898 .size = size, 899 .pin = true 900 }; 901 902 if (!vmw_shader_id_ok(user_key, shader_type)) 903 return -EINVAL; 904 905 ret = vmw_bo_create(dev_priv, &bo_params, &buf); 906 if (unlikely(ret != 0)) 907 goto out; 908 909 ret = ttm_bo_reserve(&buf->tbo, false, true, NULL); 910 if (unlikely(ret != 0)) 911 goto no_reserve; 912 913 /* Map and copy shader bytecode. */ 914 ret = ttm_bo_kmap(&buf->tbo, 0, PFN_UP(size), &map); 915 if (unlikely(ret != 0)) { 916 ttm_bo_unreserve(&buf->tbo); 917 goto no_reserve; 918 } 919 920 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size); 921 WARN_ON(is_iomem); 922 923 ttm_bo_kunmap(&map); 924 ret = ttm_bo_validate(&buf->tbo, &buf->placement, &ctx); 925 WARN_ON(ret != 0); 926 ttm_bo_unreserve(&buf->tbo); 927 928 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type); 929 if (unlikely(ret != 0)) 930 goto no_reserve; 931 932 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader, 933 vmw_shader_key(user_key, shader_type), 934 res, list); 935 vmw_resource_unreference(&res); 936 no_reserve: 937 vmw_bo_unreference(&buf); 938 out: 939 return ret; 940 } 941 942 /** 943 * vmw_shader_lookup - Look up a compat shader 944 * 945 * @man: Pointer to the command buffer managed resource manager identifying 946 * the shader namespace. 947 * @user_key: The user space id of the shader. 948 * @shader_type: The shader type. 949 * 950 * Returns a refcounted pointer to a struct vmw_resource if the shader was 951 * found. An error pointer otherwise. 952 */ 953 struct vmw_resource * 954 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man, 955 u32 user_key, 956 SVGA3dShaderType shader_type) 957 { 958 if (!vmw_shader_id_ok(user_key, shader_type)) 959 return ERR_PTR(-EINVAL); 960 961 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader, 962 vmw_shader_key(user_key, shader_type)); 963 } 964 965 int vmw_shader_define_ioctl(struct drm_device *dev, void *data, 966 struct drm_file *file_priv) 967 { 968 struct drm_vmw_shader_create_arg *arg = 969 (struct drm_vmw_shader_create_arg *)data; 970 971 return vmw_shader_define(dev, file_priv, arg->shader_type, 972 arg->buffer_handle, 973 arg->size, arg->offset, 974 0, 0, 975 &arg->shader_handle); 976 } 977