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1// SPDX-License-Identifier: GPL-2.0 OR MIT2/**************************************************************************3 *4 * Copyright 2009-2023 VMware, Inc., Palo Alto, CA., USA5 *6 * Permission is hereby granted, free of charge, to any person obtaining a7 * copy of this software and associated documentation files (the8 * "Software"), to deal in the Software without restriction, including9 * without limitation the rights to use, copy, modify, merge, publish,10 * distribute, sub license, and/or sell copies of the Software, and to11 * permit persons to whom the Software is furnished to do so, subject to12 * the following conditions:13 *14 * The above copyright notice and this permission notice (including the15 * next paragraph) shall be included in all copies or substantial portions16 * of the Software.17 *18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,20 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL21 * 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 OR23 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE24 * 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 35struct 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 43struct vmw_user_shader {44 struct ttm_base_object base;45 struct vmw_shader shader;46};47 48struct 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 57static void vmw_user_shader_free(struct vmw_resource *res);58static struct vmw_resource *59vmw_user_shader_base_to_res(struct ttm_base_object *base);60 61static int vmw_gb_shader_create(struct vmw_resource *res);62static int vmw_gb_shader_bind(struct vmw_resource *res,63 struct ttm_validate_buffer *val_buf);64static int vmw_gb_shader_unbind(struct vmw_resource *res,65 bool readback,66 struct ttm_validate_buffer *val_buf);67static int vmw_gb_shader_destroy(struct vmw_resource *res);68 69static int vmw_dx_shader_create(struct vmw_resource *res);70static int vmw_dx_shader_bind(struct vmw_resource *res,71 struct ttm_validate_buffer *val_buf);72static int vmw_dx_shader_unbind(struct vmw_resource *res,73 bool readback,74 struct ttm_validate_buffer *val_buf);75static void vmw_dx_shader_commit_notify(struct vmw_resource *res,76 enum vmw_cmdbuf_res_state state);77static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);78static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);79 80static 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_free84};85 86const struct vmw_user_resource_conv *user_shader_converter =87 &user_shader_conv;88 89 90static 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_unbind103};104 105static 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 on117 * 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 130static inline struct vmw_shader *131vmw_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 a138 * struct vmw_dx_shader139 *140 * @res: Pointer to the struct vmw_resource.141 */142static inline struct vmw_dx_shader *143vmw_res_to_dx_shader(struct vmw_resource *res)144{145 return container_of(res, struct vmw_dx_shader, res);146}147 148static void vmw_hw_shader_destroy(struct vmw_resource *res)149{150 if (likely(res->func->destroy))151 (void) res->func->destroy(res);152 else153 res->id = -1;154}155 156 157static 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 else177 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 199static 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 239out_no_fifo:240 vmw_resource_release_id(res);241out_no_id:242 return ret;243}244 245static 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 272static 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 311static 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 been348 * 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 */354static 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 resource380 *381 * This function reverts a scrub operation.382 */383static 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 callback414 *415 * @res: The DX shader resource416 *417 * The create callback is called as part of resource validation and418 * makes sure that we unscrub the shader if it's previously been scrubbed.419 */420static 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 callback440 *441 * @res: The DX shader resource442 * @val_buf: Pointer to the validate buffer.443 *444 */445static 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 resource463 *464 * This function unbinds a MOB from the DX shader without requiring the465 * 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't467 * need to access the context.468 */469static 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 resource503 * @readback: Whether this is a readback unbind. Currently unused.504 * @val_buf: MOB buffer information.505 */506static 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 for535 * 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 shader542 * destroy operation won't need to swap in the context.543 */544void 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 callback561 *562 * @res: The shader resource563 *564 * Frees the DX shader resource.565 */566static 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 managed576 * 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 */584int 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_reference606 (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 628out_resource_init:629 vmw_resource_unreference(&res);630 631 return ret;632}633 634 635 636/*637 * User-space shader management:638 */639 640static struct vmw_resource *641vmw_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 647static 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 655static 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 the664 * base object. It releases the base-object's reference on the resource object.665 */666 667static 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 676int 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 685static 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;732out_err:733 vmw_resource_unreference(&res);734out:735 return ret;736}737 738 739static 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 764out_err:765 return ret ? ERR_PTR(ret) : res;766}767 768 769static 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);811out_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 and818 * 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 */825static 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 resource837 * manager hash table.838 */839static 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 is849 * unique to the shader type.850 * @shader_type: Shader type.851 * @list: Caller's list of staged command buffer resource actions.852 */853int 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 addition869 * 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 is874 * 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 */881int 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 = true900 };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);936no_reserve:937 vmw_bo_unreference(&buf);938out:939 return ret;940}941 942/**943 * vmw_shader_lookup - Look up a compat shader944 *945 * @man: Pointer to the command buffer managed resource manager identifying946 * 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 was951 * found. An error pointer otherwise.952 */953struct vmw_resource *954vmw_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 965int 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