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path: root/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
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Diffstat (limited to 'drivers/gpu/drm/vmwgfx/vmwgfx_shader.c')
-rw-r--r--drivers/gpu/drm/vmwgfx/vmwgfx_shader.c663
1 files changed, 663 insertions, 0 deletions
diff --git a/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c b/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
new file mode 100644
index 000000000..6a4584a43
--- /dev/null
+++ b/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
@@ -0,0 +1,663 @@
+/**************************************************************************
+ *
+ * Copyright © 2009-2012 VMware, Inc., Palo Alto, CA., USA
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
+ * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
+ * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
+ * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
+ * USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+#include "vmwgfx_drv.h"
+#include "vmwgfx_resource_priv.h"
+#include "ttm/ttm_placement.h"
+
+struct vmw_shader {
+ struct vmw_resource res;
+ SVGA3dShaderType type;
+ uint32_t size;
+};
+
+struct vmw_user_shader {
+ struct ttm_base_object base;
+ struct vmw_shader shader;
+};
+
+static uint64_t vmw_user_shader_size;
+static uint64_t vmw_shader_size;
+
+static void vmw_user_shader_free(struct vmw_resource *res);
+static struct vmw_resource *
+vmw_user_shader_base_to_res(struct ttm_base_object *base);
+
+static int vmw_gb_shader_create(struct vmw_resource *res);
+static int vmw_gb_shader_bind(struct vmw_resource *res,
+ struct ttm_validate_buffer *val_buf);
+static int vmw_gb_shader_unbind(struct vmw_resource *res,
+ bool readback,
+ struct ttm_validate_buffer *val_buf);
+static int vmw_gb_shader_destroy(struct vmw_resource *res);
+
+static const struct vmw_user_resource_conv user_shader_conv = {
+ .object_type = VMW_RES_SHADER,
+ .base_obj_to_res = vmw_user_shader_base_to_res,
+ .res_free = vmw_user_shader_free
+};
+
+const struct vmw_user_resource_conv *user_shader_converter =
+ &user_shader_conv;
+
+
+static const struct vmw_res_func vmw_gb_shader_func = {
+ .res_type = vmw_res_shader,
+ .needs_backup = true,
+ .may_evict = true,
+ .type_name = "guest backed shaders",
+ .backup_placement = &vmw_mob_placement,
+ .create = vmw_gb_shader_create,
+ .destroy = vmw_gb_shader_destroy,
+ .bind = vmw_gb_shader_bind,
+ .unbind = vmw_gb_shader_unbind
+};
+
+/**
+ * Shader management:
+ */
+
+static inline struct vmw_shader *
+vmw_res_to_shader(struct vmw_resource *res)
+{
+ return container_of(res, struct vmw_shader, res);
+}
+
+static void vmw_hw_shader_destroy(struct vmw_resource *res)
+{
+ (void) vmw_gb_shader_destroy(res);
+}
+
+static int vmw_gb_shader_init(struct vmw_private *dev_priv,
+ struct vmw_resource *res,
+ uint32_t size,
+ uint64_t offset,
+ SVGA3dShaderType type,
+ struct vmw_dma_buffer *byte_code,
+ void (*res_free) (struct vmw_resource *res))
+{
+ struct vmw_shader *shader = vmw_res_to_shader(res);
+ int ret;
+
+ ret = vmw_resource_init(dev_priv, res, true,
+ res_free, &vmw_gb_shader_func);
+
+
+ if (unlikely(ret != 0)) {
+ if (res_free)
+ res_free(res);
+ else
+ kfree(res);
+ return ret;
+ }
+
+ res->backup_size = size;
+ if (byte_code) {
+ res->backup = vmw_dmabuf_reference(byte_code);
+ res->backup_offset = offset;
+ }
+ shader->size = size;
+ shader->type = type;
+
+ vmw_resource_activate(res, vmw_hw_shader_destroy);
+ return 0;
+}
+
+static int vmw_gb_shader_create(struct vmw_resource *res)
+{
+ struct vmw_private *dev_priv = res->dev_priv;
+ struct vmw_shader *shader = vmw_res_to_shader(res);
+ int ret;
+ struct {
+ SVGA3dCmdHeader header;
+ SVGA3dCmdDefineGBShader body;
+ } *cmd;
+
+ if (likely(res->id != -1))
+ return 0;
+
+ ret = vmw_resource_alloc_id(res);
+ if (unlikely(ret != 0)) {
+ DRM_ERROR("Failed to allocate a shader id.\n");
+ goto out_no_id;
+ }
+
+ if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
+ ret = -EBUSY;
+ goto out_no_fifo;
+ }
+
+ cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
+ if (unlikely(cmd == NULL)) {
+ DRM_ERROR("Failed reserving FIFO space for shader "
+ "creation.\n");
+ ret = -ENOMEM;
+ goto out_no_fifo;
+ }
+
+ cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
+ cmd->header.size = sizeof(cmd->body);
+ cmd->body.shid = res->id;
+ cmd->body.type = shader->type;
+ cmd->body.sizeInBytes = shader->size;
+ vmw_fifo_commit(dev_priv, sizeof(*cmd));
+ (void) vmw_3d_resource_inc(dev_priv, false);
+
+ return 0;
+
+out_no_fifo:
+ vmw_resource_release_id(res);
+out_no_id:
+ return ret;
+}
+
+static int vmw_gb_shader_bind(struct vmw_resource *res,
+ struct ttm_validate_buffer *val_buf)
+{
+ struct vmw_private *dev_priv = res->dev_priv;
+ struct {
+ SVGA3dCmdHeader header;
+ SVGA3dCmdBindGBShader body;
+ } *cmd;
+ struct ttm_buffer_object *bo = val_buf->bo;
+
+ BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
+
+ cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
+ if (unlikely(cmd == NULL)) {
+ DRM_ERROR("Failed reserving FIFO space for shader "
+ "binding.\n");
+ return -ENOMEM;
+ }
+
+ cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
+ cmd->header.size = sizeof(cmd->body);
+ cmd->body.shid = res->id;
+ cmd->body.mobid = bo->mem.start;
+ cmd->body.offsetInBytes = res->backup_offset;
+ res->backup_dirty = false;
+ vmw_fifo_commit(dev_priv, sizeof(*cmd));
+
+ return 0;
+}
+
+static int vmw_gb_shader_unbind(struct vmw_resource *res,
+ bool readback,
+ struct ttm_validate_buffer *val_buf)
+{
+ struct vmw_private *dev_priv = res->dev_priv;
+ struct {
+ SVGA3dCmdHeader header;
+ SVGA3dCmdBindGBShader body;
+ } *cmd;
+ struct vmw_fence_obj *fence;
+
+ BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
+
+ cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
+ if (unlikely(cmd == NULL)) {
+ DRM_ERROR("Failed reserving FIFO space for shader "
+ "unbinding.\n");
+ return -ENOMEM;
+ }
+
+ cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
+ cmd->header.size = sizeof(cmd->body);
+ cmd->body.shid = res->id;
+ cmd->body.mobid = SVGA3D_INVALID_ID;
+ cmd->body.offsetInBytes = 0;
+ vmw_fifo_commit(dev_priv, sizeof(*cmd));
+
+ /*
+ * Create a fence object and fence the backup buffer.
+ */
+
+ (void) vmw_execbuf_fence_commands(NULL, dev_priv,
+ &fence, NULL);
+
+ vmw_fence_single_bo(val_buf->bo, fence);
+
+ if (likely(fence != NULL))
+ vmw_fence_obj_unreference(&fence);
+
+ return 0;
+}
+
+static int vmw_gb_shader_destroy(struct vmw_resource *res)
+{
+ struct vmw_private *dev_priv = res->dev_priv;
+ struct {
+ SVGA3dCmdHeader header;
+ SVGA3dCmdDestroyGBShader body;
+ } *cmd;
+
+ if (likely(res->id == -1))
+ return 0;
+
+ mutex_lock(&dev_priv->binding_mutex);
+ vmw_context_binding_res_list_scrub(&res->binding_head);
+
+ cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
+ if (unlikely(cmd == NULL)) {
+ DRM_ERROR("Failed reserving FIFO space for shader "
+ "destruction.\n");
+ mutex_unlock(&dev_priv->binding_mutex);
+ return -ENOMEM;
+ }
+
+ cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
+ cmd->header.size = sizeof(cmd->body);
+ cmd->body.shid = res->id;
+ vmw_fifo_commit(dev_priv, sizeof(*cmd));
+ mutex_unlock(&dev_priv->binding_mutex);
+ vmw_resource_release_id(res);
+ vmw_3d_resource_dec(dev_priv, false);
+
+ return 0;
+}
+
+/**
+ * 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);
+ struct vmw_private *dev_priv = res->dev_priv;
+
+ ttm_base_object_kfree(ushader, base);
+ ttm_mem_global_free(vmw_mem_glob(dev_priv),
+ vmw_user_shader_size);
+}
+
+static void vmw_shader_free(struct vmw_resource *res)
+{
+ struct vmw_shader *shader = vmw_res_to_shader(res);
+ struct vmw_private *dev_priv = res->dev_priv;
+
+ kfree(shader);
+ ttm_mem_global_free(vmw_mem_glob(dev_priv),
+ vmw_shader_size);
+}
+
+/**
+ * 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,
+ TTM_REF_USAGE);
+}
+
+static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
+ struct vmw_dma_buffer *buffer,
+ size_t shader_size,
+ size_t offset,
+ SVGA3dShaderType shader_type,
+ struct ttm_object_file *tfile,
+ u32 *handle)
+{
+ struct vmw_user_shader *ushader;
+ struct vmw_resource *res, *tmp;
+ int ret;
+
+ /*
+ * Approximate idr memory usage with 128 bytes. It will be limited
+ * by maximum number_of shaders anyway.
+ */
+ if (unlikely(vmw_user_shader_size == 0))
+ vmw_user_shader_size =
+ ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
+
+ ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
+ vmw_user_shader_size,
+ false, true);
+ if (unlikely(ret != 0)) {
+ if (ret != -ERESTARTSYS)
+ DRM_ERROR("Out of graphics memory for shader "
+ "creation.\n");
+ goto out;
+ }
+
+ ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
+ if (unlikely(ushader == NULL)) {
+ ttm_mem_global_free(vmw_mem_glob(dev_priv),
+ vmw_user_shader_size);
+ 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, 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, NULL);
+
+ if (unlikely(ret != 0)) {
+ vmw_resource_unreference(&tmp);
+ goto out_err;
+ }
+
+ if (handle)
+ *handle = ushader->base.hash.key;
+out_err:
+ vmw_resource_unreference(&res);
+out:
+ return ret;
+}
+
+
+struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
+ struct vmw_dma_buffer *buffer,
+ size_t shader_size,
+ size_t offset,
+ SVGA3dShaderType shader_type)
+{
+ struct vmw_shader *shader;
+ struct vmw_resource *res;
+ int ret;
+
+ /*
+ * Approximate idr memory usage with 128 bytes. It will be limited
+ * by maximum number_of shaders anyway.
+ */
+ if (unlikely(vmw_shader_size == 0))
+ vmw_shader_size =
+ ttm_round_pot(sizeof(struct vmw_shader)) + 128;
+
+ ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
+ vmw_shader_size,
+ false, true);
+ if (unlikely(ret != 0)) {
+ if (ret != -ERESTARTSYS)
+ DRM_ERROR("Out of graphics memory for shader "
+ "creation.\n");
+ goto out_err;
+ }
+
+ shader = kzalloc(sizeof(*shader), GFP_KERNEL);
+ if (unlikely(shader == NULL)) {
+ ttm_mem_global_free(vmw_mem_glob(dev_priv),
+ vmw_shader_size);
+ 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, buffer,
+ vmw_shader_free);
+
+out_err:
+ return ret ? ERR_PTR(ret) : res;
+}
+
+
+int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
+ struct drm_file *file_priv)
+{
+ struct vmw_private *dev_priv = vmw_priv(dev);
+ struct drm_vmw_shader_create_arg *arg =
+ (struct drm_vmw_shader_create_arg *)data;
+ struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
+ struct vmw_dma_buffer *buffer = NULL;
+ SVGA3dShaderType shader_type;
+ int ret;
+
+ if (arg->buffer_handle != SVGA3D_INVALID_ID) {
+ ret = vmw_user_dmabuf_lookup(tfile, arg->buffer_handle,
+ &buffer);
+ if (unlikely(ret != 0)) {
+ DRM_ERROR("Could not find buffer for shader "
+ "creation.\n");
+ return ret;
+ }
+
+ if ((u64)buffer->base.num_pages * PAGE_SIZE <
+ (u64)arg->size + (u64)arg->offset) {
+ DRM_ERROR("Illegal buffer- or shader size.\n");
+ ret = -EINVAL;
+ goto out_bad_arg;
+ }
+ }
+
+ switch (arg->shader_type) {
+ case drm_vmw_shader_type_vs:
+ shader_type = SVGA3D_SHADERTYPE_VS;
+ break;
+ case drm_vmw_shader_type_ps:
+ shader_type = SVGA3D_SHADERTYPE_PS;
+ break;
+ case drm_vmw_shader_type_gs:
+ shader_type = SVGA3D_SHADERTYPE_GS;
+ break;
+ default:
+ DRM_ERROR("Illegal shader type.\n");
+ ret = -EINVAL;
+ goto out_bad_arg;
+ }
+
+ ret = ttm_read_lock(&dev_priv->reservation_sem, true);
+ if (unlikely(ret != 0))
+ goto out_bad_arg;
+
+ ret = vmw_user_shader_alloc(dev_priv, buffer, arg->size, arg->offset,
+ shader_type, tfile, &arg->shader_handle);
+
+ ttm_read_unlock(&dev_priv->reservation_sem);
+out_bad_arg:
+ vmw_dmabuf_unreference(&buffer);
+ return ret;
+}
+
+/**
+ * vmw_compat_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_compat_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
+{
+ return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
+}
+
+/**
+ * vmw_compat_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_compat_shader_key(u32 user_key, SVGA3dShaderType shader_type)
+{
+ return user_key | (shader_type << 20);
+}
+
+/**
+ * vmw_compat_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_compat_shader_remove(struct vmw_cmdbuf_res_manager *man,
+ u32 user_key, SVGA3dShaderType shader_type,
+ struct list_head *list)
+{
+ if (!vmw_compat_shader_id_ok(user_key, shader_type))
+ return -EINVAL;
+
+ return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_compat_shader,
+ vmw_compat_shader_key(user_key,
+ shader_type),
+ list);
+}
+
+/**
+ * vmw_compat_shader_add - Create a compat shader and stage it for addition
+ * as a command buffer managed resource.
+ *
+ * @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.
+ * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
+ * to be created with.
+ * @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 vmw_dma_buffer *buf;
+ struct ttm_bo_kmap_obj map;
+ bool is_iomem;
+ int ret;
+ struct vmw_resource *res;
+
+ if (!vmw_compat_shader_id_ok(user_key, shader_type))
+ return -EINVAL;
+
+ /* Allocate and pin a DMA buffer */
+ buf = kzalloc(sizeof(*buf), GFP_KERNEL);
+ if (unlikely(buf == NULL))
+ return -ENOMEM;
+
+ ret = vmw_dmabuf_init(dev_priv, buf, size, &vmw_sys_ne_placement,
+ true, vmw_dmabuf_bo_free);
+ if (unlikely(ret != 0))
+ goto out;
+
+ ret = ttm_bo_reserve(&buf->base, false, true, false, NULL);
+ if (unlikely(ret != 0))
+ goto no_reserve;
+
+ /* Map and copy shader bytecode. */
+ ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
+ &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, false, true);
+ 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_compat_shader,
+ vmw_compat_shader_key(user_key, shader_type),
+ res, list);
+ vmw_resource_unreference(&res);
+no_reserve:
+ vmw_dmabuf_unreference(&buf);
+out:
+ return ret;
+}
+
+/**
+ * vmw_compat_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_compat_shader_lookup(struct vmw_cmdbuf_res_manager *man,
+ u32 user_key,
+ SVGA3dShaderType shader_type)
+{
+ if (!vmw_compat_shader_id_ok(user_key, shader_type))
+ return ERR_PTR(-EINVAL);
+
+ return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_compat_shader,
+ vmw_compat_shader_key(user_key,
+ shader_type));
+}