969 lines
25 KiB
C
969 lines
25 KiB
C
// SPDX-License-Identifier: GPL-2.0 OR MIT
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/**************************************************************************
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*
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* Copyright 2009-2015 VMware, Inc., Palo Alto, CA., USA
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include <drm/ttm/ttm_placement.h>
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#include "vmwgfx_drv.h"
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#include "vmwgfx_resource_priv.h"
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#include "vmwgfx_binding.h"
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struct vmw_shader {
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struct vmw_resource res;
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SVGA3dShaderType type;
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uint32_t size;
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uint8_t num_input_sig;
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uint8_t num_output_sig;
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};
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struct vmw_user_shader {
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struct ttm_base_object base;
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struct vmw_shader shader;
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};
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struct vmw_dx_shader {
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struct vmw_resource res;
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struct vmw_resource *ctx;
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struct vmw_resource *cotable;
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u32 id;
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bool committed;
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struct list_head cotable_head;
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};
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static void vmw_user_shader_free(struct vmw_resource *res);
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static struct vmw_resource *
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vmw_user_shader_base_to_res(struct ttm_base_object *base);
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static int vmw_gb_shader_create(struct vmw_resource *res);
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static int vmw_gb_shader_bind(struct vmw_resource *res,
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struct ttm_validate_buffer *val_buf);
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static int vmw_gb_shader_unbind(struct vmw_resource *res,
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bool readback,
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struct ttm_validate_buffer *val_buf);
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static int vmw_gb_shader_destroy(struct vmw_resource *res);
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static int vmw_dx_shader_create(struct vmw_resource *res);
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static int vmw_dx_shader_bind(struct vmw_resource *res,
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struct ttm_validate_buffer *val_buf);
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static int vmw_dx_shader_unbind(struct vmw_resource *res,
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bool readback,
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struct ttm_validate_buffer *val_buf);
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static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
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enum vmw_cmdbuf_res_state state);
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static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
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static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
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static const struct vmw_user_resource_conv user_shader_conv = {
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.object_type = VMW_RES_SHADER,
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.base_obj_to_res = vmw_user_shader_base_to_res,
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.res_free = vmw_user_shader_free
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};
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const struct vmw_user_resource_conv *user_shader_converter =
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&user_shader_conv;
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static const struct vmw_res_func vmw_gb_shader_func = {
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.res_type = vmw_res_shader,
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.needs_backup = true,
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.may_evict = true,
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.prio = 3,
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.dirty_prio = 3,
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.type_name = "guest backed shaders",
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.backup_placement = &vmw_mob_placement,
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.create = vmw_gb_shader_create,
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.destroy = vmw_gb_shader_destroy,
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.bind = vmw_gb_shader_bind,
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.unbind = vmw_gb_shader_unbind
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};
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static const struct vmw_res_func vmw_dx_shader_func = {
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.res_type = vmw_res_shader,
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.needs_backup = true,
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.may_evict = true,
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.prio = 3,
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.dirty_prio = 3,
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.type_name = "dx shaders",
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.backup_placement = &vmw_mob_placement,
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.create = vmw_dx_shader_create,
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/*
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* The destroy callback is only called with a committed resource on
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* context destroy, in which case we destroy the cotable anyway,
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* so there's no need to destroy DX shaders separately.
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*/
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.destroy = NULL,
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.bind = vmw_dx_shader_bind,
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.unbind = vmw_dx_shader_unbind,
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.commit_notify = vmw_dx_shader_commit_notify,
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};
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/*
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* Shader management:
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*/
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static inline struct vmw_shader *
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vmw_res_to_shader(struct vmw_resource *res)
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{
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return container_of(res, struct vmw_shader, res);
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}
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/**
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* vmw_res_to_dx_shader - typecast a struct vmw_resource to a
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* struct vmw_dx_shader
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*
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* @res: Pointer to the struct vmw_resource.
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*/
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static inline struct vmw_dx_shader *
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vmw_res_to_dx_shader(struct vmw_resource *res)
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{
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return container_of(res, struct vmw_dx_shader, res);
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}
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static void vmw_hw_shader_destroy(struct vmw_resource *res)
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{
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if (likely(res->func->destroy))
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(void) res->func->destroy(res);
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else
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res->id = -1;
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}
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static int vmw_gb_shader_init(struct vmw_private *dev_priv,
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struct vmw_resource *res,
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uint32_t size,
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uint64_t offset,
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SVGA3dShaderType type,
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uint8_t num_input_sig,
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uint8_t num_output_sig,
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struct vmw_buffer_object *byte_code,
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void (*res_free) (struct vmw_resource *res))
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{
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struct vmw_shader *shader = vmw_res_to_shader(res);
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int ret;
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ret = vmw_resource_init(dev_priv, res, true, res_free,
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&vmw_gb_shader_func);
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if (unlikely(ret != 0)) {
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if (res_free)
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res_free(res);
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else
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kfree(res);
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return ret;
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}
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res->backup_size = size;
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if (byte_code) {
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res->backup = vmw_bo_reference(byte_code);
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res->backup_offset = offset;
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}
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shader->size = size;
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shader->type = type;
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shader->num_input_sig = num_input_sig;
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shader->num_output_sig = num_output_sig;
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res->hw_destroy = vmw_hw_shader_destroy;
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return 0;
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}
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/*
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* GB shader code:
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*/
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static int vmw_gb_shader_create(struct vmw_resource *res)
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{
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struct vmw_private *dev_priv = res->dev_priv;
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struct vmw_shader *shader = vmw_res_to_shader(res);
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int ret;
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struct {
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SVGA3dCmdHeader header;
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SVGA3dCmdDefineGBShader body;
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} *cmd;
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if (likely(res->id != -1))
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return 0;
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ret = vmw_resource_alloc_id(res);
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if (unlikely(ret != 0)) {
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DRM_ERROR("Failed to allocate a shader id.\n");
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goto out_no_id;
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}
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if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
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ret = -EBUSY;
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goto out_no_fifo;
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}
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cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
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if (unlikely(cmd == NULL)) {
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ret = -ENOMEM;
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goto out_no_fifo;
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}
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cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
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cmd->header.size = sizeof(cmd->body);
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cmd->body.shid = res->id;
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cmd->body.type = shader->type;
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cmd->body.sizeInBytes = shader->size;
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vmw_cmd_commit(dev_priv, sizeof(*cmd));
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vmw_fifo_resource_inc(dev_priv);
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return 0;
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out_no_fifo:
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vmw_resource_release_id(res);
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out_no_id:
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return ret;
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}
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static int vmw_gb_shader_bind(struct vmw_resource *res,
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struct ttm_validate_buffer *val_buf)
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{
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struct vmw_private *dev_priv = res->dev_priv;
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struct {
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SVGA3dCmdHeader header;
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SVGA3dCmdBindGBShader body;
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} *cmd;
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struct ttm_buffer_object *bo = val_buf->bo;
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BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
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cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
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if (unlikely(cmd == NULL))
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return -ENOMEM;
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cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
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cmd->header.size = sizeof(cmd->body);
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cmd->body.shid = res->id;
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cmd->body.mobid = bo->resource->start;
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cmd->body.offsetInBytes = res->backup_offset;
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res->backup_dirty = false;
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vmw_cmd_commit(dev_priv, sizeof(*cmd));
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return 0;
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}
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static int vmw_gb_shader_unbind(struct vmw_resource *res,
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bool readback,
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struct ttm_validate_buffer *val_buf)
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{
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struct vmw_private *dev_priv = res->dev_priv;
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struct {
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SVGA3dCmdHeader header;
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SVGA3dCmdBindGBShader body;
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} *cmd;
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struct vmw_fence_obj *fence;
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BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB);
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cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
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if (unlikely(cmd == NULL))
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return -ENOMEM;
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cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
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cmd->header.size = sizeof(cmd->body);
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cmd->body.shid = res->id;
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cmd->body.mobid = SVGA3D_INVALID_ID;
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cmd->body.offsetInBytes = 0;
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vmw_cmd_commit(dev_priv, sizeof(*cmd));
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/*
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* Create a fence object and fence the backup buffer.
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*/
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(void) vmw_execbuf_fence_commands(NULL, dev_priv,
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&fence, NULL);
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vmw_bo_fence_single(val_buf->bo, fence);
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if (likely(fence != NULL))
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vmw_fence_obj_unreference(&fence);
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return 0;
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}
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static int vmw_gb_shader_destroy(struct vmw_resource *res)
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{
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struct vmw_private *dev_priv = res->dev_priv;
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struct {
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SVGA3dCmdHeader header;
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SVGA3dCmdDestroyGBShader body;
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} *cmd;
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if (likely(res->id == -1))
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return 0;
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mutex_lock(&dev_priv->binding_mutex);
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vmw_binding_res_list_scrub(&res->binding_head);
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cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
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if (unlikely(cmd == NULL)) {
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mutex_unlock(&dev_priv->binding_mutex);
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return -ENOMEM;
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}
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cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
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cmd->header.size = sizeof(cmd->body);
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cmd->body.shid = res->id;
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vmw_cmd_commit(dev_priv, sizeof(*cmd));
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mutex_unlock(&dev_priv->binding_mutex);
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vmw_resource_release_id(res);
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vmw_fifo_resource_dec(dev_priv);
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return 0;
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}
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/*
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* DX shader code:
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*/
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/**
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* vmw_dx_shader_commit_notify - Notify that a shader operation has been
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* committed to hardware from a user-supplied command stream.
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*
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* @res: Pointer to the shader resource.
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* @state: Indicating whether a creation or removal has been committed.
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*
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*/
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static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
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enum vmw_cmdbuf_res_state state)
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{
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struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
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struct vmw_private *dev_priv = res->dev_priv;
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if (state == VMW_CMDBUF_RES_ADD) {
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mutex_lock(&dev_priv->binding_mutex);
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vmw_cotable_add_resource(shader->cotable,
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&shader->cotable_head);
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shader->committed = true;
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res->id = shader->id;
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mutex_unlock(&dev_priv->binding_mutex);
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} else {
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mutex_lock(&dev_priv->binding_mutex);
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list_del_init(&shader->cotable_head);
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shader->committed = false;
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res->id = -1;
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mutex_unlock(&dev_priv->binding_mutex);
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}
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}
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/**
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* vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
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*
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* @res: The shader resource
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*
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* This function reverts a scrub operation.
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*/
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static int vmw_dx_shader_unscrub(struct vmw_resource *res)
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{
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struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
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struct vmw_private *dev_priv = res->dev_priv;
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struct {
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SVGA3dCmdHeader header;
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SVGA3dCmdDXBindShader body;
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} *cmd;
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if (!list_empty(&shader->cotable_head) || !shader->committed)
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return 0;
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cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id);
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if (unlikely(cmd == NULL))
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return -ENOMEM;
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cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
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cmd->header.size = sizeof(cmd->body);
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cmd->body.cid = shader->ctx->id;
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cmd->body.shid = shader->id;
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cmd->body.mobid = res->backup->base.resource->start;
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cmd->body.offsetInBytes = res->backup_offset;
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vmw_cmd_commit(dev_priv, sizeof(*cmd));
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vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
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return 0;
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}
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/**
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* vmw_dx_shader_create - The DX shader create callback
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*
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* @res: The DX shader resource
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*
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* The create callback is called as part of resource validation and
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* makes sure that we unscrub the shader if it's previously been scrubbed.
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*/
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static int vmw_dx_shader_create(struct vmw_resource *res)
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{
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struct vmw_private *dev_priv = res->dev_priv;
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struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
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int ret = 0;
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WARN_ON_ONCE(!shader->committed);
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if (vmw_resource_mob_attached(res)) {
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mutex_lock(&dev_priv->binding_mutex);
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ret = vmw_dx_shader_unscrub(res);
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mutex_unlock(&dev_priv->binding_mutex);
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}
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res->id = shader->id;
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return ret;
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}
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/**
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* vmw_dx_shader_bind - The DX shader bind callback
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*
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* @res: The DX shader resource
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* @val_buf: Pointer to the validate buffer.
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*
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*/
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static int vmw_dx_shader_bind(struct vmw_resource *res,
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struct ttm_validate_buffer *val_buf)
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{
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struct vmw_private *dev_priv = res->dev_priv;
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struct ttm_buffer_object *bo = val_buf->bo;
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BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
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mutex_lock(&dev_priv->binding_mutex);
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vmw_dx_shader_unscrub(res);
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mutex_unlock(&dev_priv->binding_mutex);
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return 0;
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}
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/**
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* vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
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*
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* @res: The shader resource
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*
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* This function unbinds a MOB from the DX shader without requiring the
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* MOB dma_buffer to be reserved. The driver still considers the MOB bound.
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* However, once the driver eventually decides to unbind the MOB, it doesn't
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* need to access the context.
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*/
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static int vmw_dx_shader_scrub(struct vmw_resource *res)
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{
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struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
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struct vmw_private *dev_priv = res->dev_priv;
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struct {
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SVGA3dCmdHeader header;
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SVGA3dCmdDXBindShader body;
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} *cmd;
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if (list_empty(&shader->cotable_head))
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return 0;
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WARN_ON_ONCE(!shader->committed);
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cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
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if (unlikely(cmd == NULL))
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return -ENOMEM;
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cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
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cmd->header.size = sizeof(cmd->body);
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cmd->body.cid = shader->ctx->id;
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cmd->body.shid = res->id;
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cmd->body.mobid = SVGA3D_INVALID_ID;
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cmd->body.offsetInBytes = 0;
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vmw_cmd_commit(dev_priv, sizeof(*cmd));
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res->id = -1;
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list_del_init(&shader->cotable_head);
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return 0;
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}
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/**
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* vmw_dx_shader_unbind - The dx shader unbind callback.
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*
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* @res: The shader resource
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* @readback: Whether this is a readback unbind. Currently unused.
|
|
* @val_buf: MOB buffer information.
|
|
*/
|
|
static int vmw_dx_shader_unbind(struct vmw_resource *res,
|
|
bool readback,
|
|
struct ttm_validate_buffer *val_buf)
|
|
{
|
|
struct vmw_private *dev_priv = res->dev_priv;
|
|
struct vmw_fence_obj *fence;
|
|
int ret;
|
|
|
|
BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB);
|
|
|
|
mutex_lock(&dev_priv->binding_mutex);
|
|
ret = vmw_dx_shader_scrub(res);
|
|
mutex_unlock(&dev_priv->binding_mutex);
|
|
|
|
if (ret)
|
|
return ret;
|
|
|
|
(void) vmw_execbuf_fence_commands(NULL, dev_priv,
|
|
&fence, NULL);
|
|
vmw_bo_fence_single(val_buf->bo, fence);
|
|
|
|
if (likely(fence != NULL))
|
|
vmw_fence_obj_unreference(&fence);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
|
|
* DX shaders.
|
|
*
|
|
* @dev_priv: Pointer to device private structure.
|
|
* @list: The list of cotable resources.
|
|
* @readback: Whether the call was part of a readback unbind.
|
|
*
|
|
* Scrubs all shader MOBs so that any subsequent shader unbind or shader
|
|
* destroy operation won't need to swap in the context.
|
|
*/
|
|
void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
|
|
struct list_head *list,
|
|
bool readback)
|
|
{
|
|
struct vmw_dx_shader *entry, *next;
|
|
|
|
lockdep_assert_held_once(&dev_priv->binding_mutex);
|
|
|
|
list_for_each_entry_safe(entry, next, list, cotable_head) {
|
|
WARN_ON(vmw_dx_shader_scrub(&entry->res));
|
|
if (!readback)
|
|
entry->committed = false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* vmw_dx_shader_res_free - The DX shader free callback
|
|
*
|
|
* @res: The shader resource
|
|
*
|
|
* Frees the DX shader resource.
|
|
*/
|
|
static void vmw_dx_shader_res_free(struct vmw_resource *res)
|
|
{
|
|
struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
|
|
|
|
vmw_resource_unreference(&shader->cotable);
|
|
kfree(shader);
|
|
}
|
|
|
|
/**
|
|
* vmw_dx_shader_add - Add a shader resource as a command buffer managed
|
|
* resource.
|
|
*
|
|
* @man: The command buffer resource manager.
|
|
* @ctx: Pointer to the context resource.
|
|
* @user_key: The id used for this shader.
|
|
* @shader_type: The shader type.
|
|
* @list: The list of staged command buffer managed resources.
|
|
*/
|
|
int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
|
|
struct vmw_resource *ctx,
|
|
u32 user_key,
|
|
SVGA3dShaderType shader_type,
|
|
struct list_head *list)
|
|
{
|
|
struct vmw_dx_shader *shader;
|
|
struct vmw_resource *res;
|
|
struct vmw_private *dev_priv = ctx->dev_priv;
|
|
int ret;
|
|
|
|
if (!vmw_shader_id_ok(user_key, shader_type))
|
|
return -EINVAL;
|
|
|
|
shader = kmalloc(sizeof(*shader), GFP_KERNEL);
|
|
if (!shader) {
|
|
return -ENOMEM;
|
|
}
|
|
|
|
res = &shader->res;
|
|
shader->ctx = ctx;
|
|
shader->cotable = vmw_resource_reference
|
|
(vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
|
|
shader->id = user_key;
|
|
shader->committed = false;
|
|
INIT_LIST_HEAD(&shader->cotable_head);
|
|
ret = vmw_resource_init(dev_priv, res, true,
|
|
vmw_dx_shader_res_free, &vmw_dx_shader_func);
|
|
if (ret)
|
|
goto out_resource_init;
|
|
|
|
/*
|
|
* The user_key name-space is not per shader type for DX shaders,
|
|
* so when hashing, use a single zero shader type.
|
|
*/
|
|
ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
|
|
vmw_shader_key(user_key, 0),
|
|
res, list);
|
|
if (ret)
|
|
goto out_resource_init;
|
|
|
|
res->id = shader->id;
|
|
res->hw_destroy = vmw_hw_shader_destroy;
|
|
|
|
out_resource_init:
|
|
vmw_resource_unreference(&res);
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* User-space shader management:
|
|
*/
|
|
|
|
static struct vmw_resource *
|
|
vmw_user_shader_base_to_res(struct ttm_base_object *base)
|
|
{
|
|
return &(container_of(base, struct vmw_user_shader, base)->
|
|
shader.res);
|
|
}
|
|
|
|
static void vmw_user_shader_free(struct vmw_resource *res)
|
|
{
|
|
struct vmw_user_shader *ushader =
|
|
container_of(res, struct vmw_user_shader, shader.res);
|
|
|
|
ttm_base_object_kfree(ushader, base);
|
|
}
|
|
|
|
static void vmw_shader_free(struct vmw_resource *res)
|
|
{
|
|
struct vmw_shader *shader = vmw_res_to_shader(res);
|
|
|
|
kfree(shader);
|
|
}
|
|
|
|
/*
|
|
* This function is called when user space has no more references on the
|
|
* base object. It releases the base-object's reference on the resource object.
|
|
*/
|
|
|
|
static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
|
|
{
|
|
struct ttm_base_object *base = *p_base;
|
|
struct vmw_resource *res = vmw_user_shader_base_to_res(base);
|
|
|
|
*p_base = NULL;
|
|
vmw_resource_unreference(&res);
|
|
}
|
|
|
|
int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
|
|
struct drm_file *file_priv)
|
|
{
|
|
struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
|
|
struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
|
|
|
|
return ttm_ref_object_base_unref(tfile, arg->handle);
|
|
}
|
|
|
|
static int 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)
|
|
{
|
|
struct vmw_user_shader *ushader;
|
|
struct vmw_resource *res, *tmp;
|
|
int ret;
|
|
|
|
ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
|
|
if (unlikely(!ushader)) {
|
|
ret = -ENOMEM;
|
|
goto out;
|
|
}
|
|
|
|
res = &ushader->shader.res;
|
|
ushader->base.shareable = false;
|
|
ushader->base.tfile = NULL;
|
|
|
|
/*
|
|
* From here on, the destructor takes over resource freeing.
|
|
*/
|
|
|
|
ret = vmw_gb_shader_init(dev_priv, res, shader_size,
|
|
offset, shader_type, num_input_sig,
|
|
num_output_sig, buffer,
|
|
vmw_user_shader_free);
|
|
if (unlikely(ret != 0))
|
|
goto out;
|
|
|
|
tmp = vmw_resource_reference(res);
|
|
ret = ttm_base_object_init(tfile, &ushader->base, false,
|
|
VMW_RES_SHADER,
|
|
&vmw_user_shader_base_release);
|
|
|
|
if (unlikely(ret != 0)) {
|
|
vmw_resource_unreference(&tmp);
|
|
goto out_err;
|
|
}
|
|
|
|
if (handle)
|
|
*handle = ushader->base.handle;
|
|
out_err:
|
|
vmw_resource_unreference(&res);
|
|
out:
|
|
return ret;
|
|
}
|
|
|
|
|
|
static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
|
|
struct vmw_buffer_object *buffer,
|
|
size_t shader_size,
|
|
size_t offset,
|
|
SVGA3dShaderType shader_type)
|
|
{
|
|
struct vmw_shader *shader;
|
|
struct vmw_resource *res;
|
|
int ret;
|
|
|
|
shader = kzalloc(sizeof(*shader), GFP_KERNEL);
|
|
if (unlikely(!shader)) {
|
|
ret = -ENOMEM;
|
|
goto out_err;
|
|
}
|
|
|
|
res = &shader->res;
|
|
|
|
/*
|
|
* From here on, the destructor takes over resource freeing.
|
|
*/
|
|
ret = vmw_gb_shader_init(dev_priv, res, shader_size,
|
|
offset, shader_type, 0, 0, buffer,
|
|
vmw_shader_free);
|
|
|
|
out_err:
|
|
return ret ? ERR_PTR(ret) : res;
|
|
}
|
|
|
|
|
|
static int 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)
|
|
{
|
|
struct vmw_private *dev_priv = vmw_priv(dev);
|
|
struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
|
|
struct vmw_buffer_object *buffer = NULL;
|
|
SVGA3dShaderType shader_type;
|
|
int ret;
|
|
|
|
if (buffer_handle != SVGA3D_INVALID_ID) {
|
|
ret = vmw_user_bo_lookup(file_priv, buffer_handle, &buffer);
|
|
if (unlikely(ret != 0)) {
|
|
VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
|
|
return ret;
|
|
}
|
|
|
|
if ((u64)buffer->base.base.size < (u64)size + (u64)offset) {
|
|
VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
|
|
ret = -EINVAL;
|
|
goto out_bad_arg;
|
|
}
|
|
}
|
|
|
|
switch (shader_type_drm) {
|
|
case drm_vmw_shader_type_vs:
|
|
shader_type = SVGA3D_SHADERTYPE_VS;
|
|
break;
|
|
case drm_vmw_shader_type_ps:
|
|
shader_type = SVGA3D_SHADERTYPE_PS;
|
|
break;
|
|
default:
|
|
VMW_DEBUG_USER("Illegal shader type.\n");
|
|
ret = -EINVAL;
|
|
goto out_bad_arg;
|
|
}
|
|
|
|
ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
|
|
shader_type, num_input_sig,
|
|
num_output_sig, tfile, shader_handle);
|
|
out_bad_arg:
|
|
vmw_bo_unreference(&buffer);
|
|
drm_gem_object_put(&buffer->base.base);
|
|
return ret;
|
|
}
|
|
|
|
/**
|
|
* vmw_shader_id_ok - Check whether a compat shader user key and
|
|
* shader type are within valid bounds.
|
|
*
|
|
* @user_key: User space id of the shader.
|
|
* @shader_type: Shader type.
|
|
*
|
|
* Returns true if valid false if not.
|
|
*/
|
|
static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
|
|
{
|
|
return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
|
|
}
|
|
|
|
/**
|
|
* vmw_shader_key - Compute a hash key suitable for a compat shader.
|
|
*
|
|
* @user_key: User space id of the shader.
|
|
* @shader_type: Shader type.
|
|
*
|
|
* Returns a hash key suitable for a command buffer managed resource
|
|
* manager hash table.
|
|
*/
|
|
static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
|
|
{
|
|
return user_key | (shader_type << 20);
|
|
}
|
|
|
|
/**
|
|
* vmw_shader_remove - Stage a compat shader for removal.
|
|
*
|
|
* @man: Pointer to the compat shader manager identifying the shader namespace.
|
|
* @user_key: The key that is used to identify the shader. The key is
|
|
* unique to the shader type.
|
|
* @shader_type: Shader type.
|
|
* @list: Caller's list of staged command buffer resource actions.
|
|
*/
|
|
int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
|
|
u32 user_key, SVGA3dShaderType shader_type,
|
|
struct list_head *list)
|
|
{
|
|
struct vmw_resource *dummy;
|
|
|
|
if (!vmw_shader_id_ok(user_key, shader_type))
|
|
return -EINVAL;
|
|
|
|
return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
|
|
vmw_shader_key(user_key, shader_type),
|
|
list, &dummy);
|
|
}
|
|
|
|
/**
|
|
* vmw_compat_shader_add - Create a compat shader and stage it for addition
|
|
* as a command buffer managed resource.
|
|
*
|
|
* @dev_priv: Pointer to device private structure.
|
|
* @man: Pointer to the compat shader manager identifying the shader namespace.
|
|
* @user_key: The key that is used to identify the shader. The key is
|
|
* unique to the shader type.
|
|
* @bytecode: Pointer to the bytecode of the shader.
|
|
* @shader_type: Shader type.
|
|
* @size: Command size.
|
|
* @list: Caller's list of staged command buffer resource actions.
|
|
*
|
|
*/
|
|
int 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)
|
|
{
|
|
struct ttm_operation_ctx ctx = { false, true };
|
|
struct vmw_buffer_object *buf;
|
|
struct ttm_bo_kmap_obj map;
|
|
bool is_iomem;
|
|
int ret;
|
|
struct vmw_resource *res;
|
|
|
|
if (!vmw_shader_id_ok(user_key, shader_type))
|
|
return -EINVAL;
|
|
|
|
ret = vmw_bo_create(dev_priv, size, &vmw_sys_placement,
|
|
true, true, vmw_bo_bo_free, &buf);
|
|
if (unlikely(ret != 0))
|
|
goto out;
|
|
|
|
ret = ttm_bo_reserve(&buf->base, false, true, NULL);
|
|
if (unlikely(ret != 0))
|
|
goto no_reserve;
|
|
|
|
/* Map and copy shader bytecode. */
|
|
ret = ttm_bo_kmap(&buf->base, 0, PFN_UP(size), &map);
|
|
if (unlikely(ret != 0)) {
|
|
ttm_bo_unreserve(&buf->base);
|
|
goto no_reserve;
|
|
}
|
|
|
|
memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
|
|
WARN_ON(is_iomem);
|
|
|
|
ttm_bo_kunmap(&map);
|
|
ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
|
|
WARN_ON(ret != 0);
|
|
ttm_bo_unreserve(&buf->base);
|
|
|
|
res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
|
|
if (unlikely(ret != 0))
|
|
goto no_reserve;
|
|
|
|
ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
|
|
vmw_shader_key(user_key, shader_type),
|
|
res, list);
|
|
vmw_resource_unreference(&res);
|
|
no_reserve:
|
|
vmw_bo_unreference(&buf);
|
|
out:
|
|
return ret;
|
|
}
|
|
|
|
/**
|
|
* vmw_shader_lookup - Look up a compat shader
|
|
*
|
|
* @man: Pointer to the command buffer managed resource manager identifying
|
|
* the shader namespace.
|
|
* @user_key: The user space id of the shader.
|
|
* @shader_type: The shader type.
|
|
*
|
|
* Returns a refcounted pointer to a struct vmw_resource if the shader was
|
|
* found. An error pointer otherwise.
|
|
*/
|
|
struct vmw_resource *
|
|
vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
|
|
u32 user_key,
|
|
SVGA3dShaderType shader_type)
|
|
{
|
|
if (!vmw_shader_id_ok(user_key, shader_type))
|
|
return ERR_PTR(-EINVAL);
|
|
|
|
return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
|
|
vmw_shader_key(user_key, shader_type));
|
|
}
|
|
|
|
int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
|
|
struct drm_file *file_priv)
|
|
{
|
|
struct drm_vmw_shader_create_arg *arg =
|
|
(struct drm_vmw_shader_create_arg *)data;
|
|
|
|
return vmw_shader_define(dev, file_priv, arg->shader_type,
|
|
arg->buffer_handle,
|
|
arg->size, arg->offset,
|
|
0, 0,
|
|
&arg->shader_handle);
|
|
}
|