linux-stable/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
Zack Rusin 8afa13a058 drm/vmwgfx: Implement DRIVER_GEM
This is initial change adding support for DRIVER_GEM to vmwgfx. vmwgfx
was written before GEM and has always used TTM. Over the years the
TTM buffers started inherting from GEM objects but vmwgfx never
implemented GEM making it quite awkward. We were directly setting
variables in GEM objects to not make DRM crash.

This change brings vmwgfx inline with other DRM drivers and allows us
to use a lot of DRM helpers which have depended on drivers with GEM
support.

Due to historical reasons vmwgfx splits the idea of a buffer and surface
which makes it a littly tricky since either one can be used in most
of our ioctl's which take user space handles. For now our BO's are
GEM objects and our surfaces are opaque objects which are backed by
GEM objects. In the future I'd like to combine those into a single
BO but we don't want to break any of our existing ioctl's so it will
take time to do it in a non-destructive way.

Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Martin Krastev <krastevm@vmware.com>
Link: https://patchwork.freedesktop.org/patch/msgid/20211206172620.3139754-5-zack@kde.org
2021-12-09 13:16:16 -05:00

967 lines
25 KiB
C

// SPDX-License-Identifier: GPL-2.0 OR MIT
/**************************************************************************
*
* Copyright 2009-2015 VMware, Inc., Palo Alto, CA., USA
*
* 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 <drm/ttm/ttm_placement.h>
#include "vmwgfx_drv.h"
#include "vmwgfx_resource_priv.h"
#include "vmwgfx_binding.h"
struct vmw_shader {
struct vmw_resource res;
SVGA3dShaderType type;
uint32_t size;
uint8_t num_input_sig;
uint8_t num_output_sig;
};
struct vmw_user_shader {
struct ttm_base_object base;
struct vmw_shader shader;
};
struct vmw_dx_shader {
struct vmw_resource res;
struct vmw_resource *ctx;
struct vmw_resource *cotable;
u32 id;
bool committed;
struct list_head cotable_head;
};
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 int vmw_dx_shader_create(struct vmw_resource *res);
static int vmw_dx_shader_bind(struct vmw_resource *res,
struct ttm_validate_buffer *val_buf);
static int vmw_dx_shader_unbind(struct vmw_resource *res,
bool readback,
struct ttm_validate_buffer *val_buf);
static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
enum vmw_cmdbuf_res_state state);
static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
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,
.prio = 3,
.dirty_prio = 3,
.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
};
static const struct vmw_res_func vmw_dx_shader_func = {
.res_type = vmw_res_shader,
.needs_backup = true,
.may_evict = true,
.prio = 3,
.dirty_prio = 3,
.type_name = "dx shaders",
.backup_placement = &vmw_mob_placement,
.create = vmw_dx_shader_create,
/*
* The destroy callback is only called with a committed resource on
* context destroy, in which case we destroy the cotable anyway,
* so there's no need to destroy DX shaders separately.
*/
.destroy = NULL,
.bind = vmw_dx_shader_bind,
.unbind = vmw_dx_shader_unbind,
.commit_notify = vmw_dx_shader_commit_notify,
};
/*
* Shader management:
*/
static inline struct vmw_shader *
vmw_res_to_shader(struct vmw_resource *res)
{
return container_of(res, struct vmw_shader, res);
}
/**
* vmw_res_to_dx_shader - typecast a struct vmw_resource to a
* struct vmw_dx_shader
*
* @res: Pointer to the struct vmw_resource.
*/
static inline struct vmw_dx_shader *
vmw_res_to_dx_shader(struct vmw_resource *res)
{
return container_of(res, struct vmw_dx_shader, res);
}
static void vmw_hw_shader_destroy(struct vmw_resource *res)
{
if (likely(res->func->destroy))
(void) res->func->destroy(res);
else
res->id = -1;
}
static int vmw_gb_shader_init(struct vmw_private *dev_priv,
struct vmw_resource *res,
uint32_t size,
uint64_t offset,
SVGA3dShaderType type,
uint8_t num_input_sig,
uint8_t num_output_sig,
struct vmw_buffer_object *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_bo_reference(byte_code);
res->backup_offset = offset;
}
shader->size = size;
shader->type = type;
shader->num_input_sig = num_input_sig;
shader->num_output_sig = num_output_sig;
res->hw_destroy = vmw_hw_shader_destroy;
return 0;
}
/*
* GB shader code:
*/
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_CMD_RESERVE(dev_priv, sizeof(*cmd));
if (unlikely(cmd == NULL)) {
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_cmd_commit(dev_priv, sizeof(*cmd));
vmw_fifo_resource_inc(dev_priv);
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->resource->mem_type != VMW_PL_MOB);
cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
if (unlikely(cmd == NULL))
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->resource->start;
cmd->body.offsetInBytes = res->backup_offset;
res->backup_dirty = false;
vmw_cmd_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.resource->mem_type != VMW_PL_MOB);
cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
if (unlikely(cmd == NULL))
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_cmd_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_bo_fence_single(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_binding_res_list_scrub(&res->binding_head);
cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
if (unlikely(cmd == NULL)) {
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_cmd_commit(dev_priv, sizeof(*cmd));
mutex_unlock(&dev_priv->binding_mutex);
vmw_resource_release_id(res);
vmw_fifo_resource_dec(dev_priv);
return 0;
}
/*
* DX shader code:
*/
/**
* vmw_dx_shader_commit_notify - Notify that a shader operation has been
* committed to hardware from a user-supplied command stream.
*
* @res: Pointer to the shader resource.
* @state: Indicating whether a creation or removal has been committed.
*
*/
static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
enum vmw_cmdbuf_res_state state)
{
struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
struct vmw_private *dev_priv = res->dev_priv;
if (state == VMW_CMDBUF_RES_ADD) {
mutex_lock(&dev_priv->binding_mutex);
vmw_cotable_add_resource(shader->cotable,
&shader->cotable_head);
shader->committed = true;
res->id = shader->id;
mutex_unlock(&dev_priv->binding_mutex);
} else {
mutex_lock(&dev_priv->binding_mutex);
list_del_init(&shader->cotable_head);
shader->committed = false;
res->id = -1;
mutex_unlock(&dev_priv->binding_mutex);
}
}
/**
* vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
*
* @res: The shader resource
*
* This function reverts a scrub operation.
*/
static int vmw_dx_shader_unscrub(struct vmw_resource *res)
{
struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
struct vmw_private *dev_priv = res->dev_priv;
struct {
SVGA3dCmdHeader header;
SVGA3dCmdDXBindShader body;
} *cmd;
if (!list_empty(&shader->cotable_head) || !shader->committed)
return 0;
cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id);
if (unlikely(cmd == NULL))
return -ENOMEM;
cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
cmd->header.size = sizeof(cmd->body);
cmd->body.cid = shader->ctx->id;
cmd->body.shid = shader->id;
cmd->body.mobid = res->backup->base.resource->start;
cmd->body.offsetInBytes = res->backup_offset;
vmw_cmd_commit(dev_priv, sizeof(*cmd));
vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
return 0;
}
/**
* vmw_dx_shader_create - The DX shader create callback
*
* @res: The DX shader resource
*
* The create callback is called as part of resource validation and
* makes sure that we unscrub the shader if it's previously been scrubbed.
*/
static int vmw_dx_shader_create(struct vmw_resource *res)
{
struct vmw_private *dev_priv = res->dev_priv;
struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
int ret = 0;
WARN_ON_ONCE(!shader->committed);
if (vmw_resource_mob_attached(res)) {
mutex_lock(&dev_priv->binding_mutex);
ret = vmw_dx_shader_unscrub(res);
mutex_unlock(&dev_priv->binding_mutex);
}
res->id = shader->id;
return ret;
}
/**
* vmw_dx_shader_bind - The DX shader bind callback
*
* @res: The DX shader resource
* @val_buf: Pointer to the validate buffer.
*
*/
static int vmw_dx_shader_bind(struct vmw_resource *res,
struct ttm_validate_buffer *val_buf)
{
struct vmw_private *dev_priv = res->dev_priv;
struct ttm_buffer_object *bo = val_buf->bo;
BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
mutex_lock(&dev_priv->binding_mutex);
vmw_dx_shader_unscrub(res);
mutex_unlock(&dev_priv->binding_mutex);
return 0;
}
/**
* vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
*
* @res: The shader resource
*
* This function unbinds a MOB from the DX shader without requiring the
* MOB dma_buffer to be reserved. The driver still considers the MOB bound.
* However, once the driver eventually decides to unbind the MOB, it doesn't
* need to access the context.
*/
static int vmw_dx_shader_scrub(struct vmw_resource *res)
{
struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
struct vmw_private *dev_priv = res->dev_priv;
struct {
SVGA3dCmdHeader header;
SVGA3dCmdDXBindShader body;
} *cmd;
if (list_empty(&shader->cotable_head))
return 0;
WARN_ON_ONCE(!shader->committed);
cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
if (unlikely(cmd == NULL))
return -ENOMEM;
cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
cmd->header.size = sizeof(cmd->body);
cmd->body.cid = shader->ctx->id;
cmd->body.shid = res->id;
cmd->body.mobid = SVGA3D_INVALID_ID;
cmd->body.offsetInBytes = 0;
vmw_cmd_commit(dev_priv, sizeof(*cmd));
res->id = -1;
list_del_init(&shader->cotable_head);
return 0;
}
/**
* vmw_dx_shader_unbind - The dx shader unbind callback.
*
* @res: The shader resource
* @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);
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);
}