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1/**************************************************************************
2 *
3 * Copyright © 2009-2012 VMware, Inc., Palo Alto, CA., USA
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 * USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "vmwgfx_drv.h"
29#include "vmwgfx_resource_priv.h"
30#include "ttm/ttm_placement.h"
31
32struct vmw_shader {
33 struct vmw_resource res;
34 SVGA3dShaderType type;
35 uint32_t size;
36};
37
38struct vmw_user_shader {
39 struct ttm_base_object base;
40 struct vmw_shader shader;
41};
42
43static void vmw_user_shader_free(struct vmw_resource *res);
44static struct vmw_resource *
45vmw_user_shader_base_to_res(struct ttm_base_object *base);
46
47static int vmw_gb_shader_create(struct vmw_resource *res);
48static int vmw_gb_shader_bind(struct vmw_resource *res,
49 struct ttm_validate_buffer *val_buf);
50static int vmw_gb_shader_unbind(struct vmw_resource *res,
51 bool readback,
52 struct ttm_validate_buffer *val_buf);
53static int vmw_gb_shader_destroy(struct vmw_resource *res);
54
55static uint64_t vmw_user_shader_size;
56
57static const struct vmw_user_resource_conv user_shader_conv = {
58 .object_type = VMW_RES_SHADER,
59 .base_obj_to_res = vmw_user_shader_base_to_res,
60 .res_free = vmw_user_shader_free
61};
62
63const struct vmw_user_resource_conv *user_shader_converter =
64 &user_shader_conv;
65
66
67static const struct vmw_res_func vmw_gb_shader_func = {
68 .res_type = vmw_res_shader,
69 .needs_backup = true,
70 .may_evict = true,
71 .type_name = "guest backed shaders",
72 .backup_placement = &vmw_mob_placement,
73 .create = vmw_gb_shader_create,
74 .destroy = vmw_gb_shader_destroy,
75 .bind = vmw_gb_shader_bind,
76 .unbind = vmw_gb_shader_unbind
77};
78
79/**
80 * Shader management:
81 */
82
83static inline struct vmw_shader *
84vmw_res_to_shader(struct vmw_resource *res)
85{
86 return container_of(res, struct vmw_shader, res);
87}
88
89static void vmw_hw_shader_destroy(struct vmw_resource *res)
90{
91 (void) vmw_gb_shader_destroy(res);
92}
93
94static int vmw_gb_shader_init(struct vmw_private *dev_priv,
95 struct vmw_resource *res,
96 uint32_t size,
97 uint64_t offset,
98 SVGA3dShaderType type,
99 struct vmw_dma_buffer *byte_code,
100 void (*res_free) (struct vmw_resource *res))
101{
102 struct vmw_shader *shader = vmw_res_to_shader(res);
103 int ret;
104
105 ret = vmw_resource_init(dev_priv, res, true,
106 res_free, &vmw_gb_shader_func);
107
108
109 if (unlikely(ret != 0)) {
110 if (res_free)
111 res_free(res);
112 else
113 kfree(res);
114 return ret;
115 }
116
117 res->backup_size = size;
118 if (byte_code) {
119 res->backup = vmw_dmabuf_reference(byte_code);
120 res->backup_offset = offset;
121 }
122 shader->size = size;
123 shader->type = type;
124
125 vmw_resource_activate(res, vmw_hw_shader_destroy);
126 return 0;
127}
128
129static int vmw_gb_shader_create(struct vmw_resource *res)
130{
131 struct vmw_private *dev_priv = res->dev_priv;
132 struct vmw_shader *shader = vmw_res_to_shader(res);
133 int ret;
134 struct {
135 SVGA3dCmdHeader header;
136 SVGA3dCmdDefineGBShader body;
137 } *cmd;
138
139 if (likely(res->id != -1))
140 return 0;
141
142 ret = vmw_resource_alloc_id(res);
143 if (unlikely(ret != 0)) {
144 DRM_ERROR("Failed to allocate a shader id.\n");
145 goto out_no_id;
146 }
147
148 if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
149 ret = -EBUSY;
150 goto out_no_fifo;
151 }
152
153 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
154 if (unlikely(cmd == NULL)) {
155 DRM_ERROR("Failed reserving FIFO space for shader "
156 "creation.\n");
157 ret = -ENOMEM;
158 goto out_no_fifo;
159 }
160
161 cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
162 cmd->header.size = sizeof(cmd->body);
163 cmd->body.shid = res->id;
164 cmd->body.type = shader->type;
165 cmd->body.sizeInBytes = shader->size;
166 vmw_fifo_commit(dev_priv, sizeof(*cmd));
167 (void) vmw_3d_resource_inc(dev_priv, false);
168
169 return 0;
170
171out_no_fifo:
172 vmw_resource_release_id(res);
173out_no_id:
174 return ret;
175}
176
177static int vmw_gb_shader_bind(struct vmw_resource *res,
178 struct ttm_validate_buffer *val_buf)
179{
180 struct vmw_private *dev_priv = res->dev_priv;
181 struct {
182 SVGA3dCmdHeader header;
183 SVGA3dCmdBindGBShader body;
184 } *cmd;
185 struct ttm_buffer_object *bo = val_buf->bo;
186
187 BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
188
189 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
190 if (unlikely(cmd == NULL)) {
191 DRM_ERROR("Failed reserving FIFO space for shader "
192 "binding.\n");
193 return -ENOMEM;
194 }
195
196 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
197 cmd->header.size = sizeof(cmd->body);
198 cmd->body.shid = res->id;
199 cmd->body.mobid = bo->mem.start;
200 cmd->body.offsetInBytes = 0;
201 res->backup_dirty = false;
202 vmw_fifo_commit(dev_priv, sizeof(*cmd));
203
204 return 0;
205}
206
207static int vmw_gb_shader_unbind(struct vmw_resource *res,
208 bool readback,
209 struct ttm_validate_buffer *val_buf)
210{
211 struct vmw_private *dev_priv = res->dev_priv;
212 struct {
213 SVGA3dCmdHeader header;
214 SVGA3dCmdBindGBShader body;
215 } *cmd;
216 struct vmw_fence_obj *fence;
217
218 BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
219
220 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
221 if (unlikely(cmd == NULL)) {
222 DRM_ERROR("Failed reserving FIFO space for shader "
223 "unbinding.\n");
224 return -ENOMEM;
225 }
226
227 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
228 cmd->header.size = sizeof(cmd->body);
229 cmd->body.shid = res->id;
230 cmd->body.mobid = SVGA3D_INVALID_ID;
231 cmd->body.offsetInBytes = 0;
232 vmw_fifo_commit(dev_priv, sizeof(*cmd));
233
234 /*
235 * Create a fence object and fence the backup buffer.
236 */
237
238 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
239 &fence, NULL);
240
241 vmw_fence_single_bo(val_buf->bo, fence);
242
243 if (likely(fence != NULL))
244 vmw_fence_obj_unreference(&fence);
245
246 return 0;
247}
248
249static int vmw_gb_shader_destroy(struct vmw_resource *res)
250{
251 struct vmw_private *dev_priv = res->dev_priv;
252 struct {
253 SVGA3dCmdHeader header;
254 SVGA3dCmdDestroyGBShader body;
255 } *cmd;
256
257 if (likely(res->id == -1))
258 return 0;
259
260 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
261 if (unlikely(cmd == NULL)) {
262 DRM_ERROR("Failed reserving FIFO space for shader "
263 "destruction.\n");
264 return -ENOMEM;
265 }
266
267 cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
268 cmd->header.size = sizeof(cmd->body);
269 cmd->body.shid = res->id;
270 vmw_fifo_commit(dev_priv, sizeof(*cmd));
271 vmw_resource_release_id(res);
272 vmw_3d_resource_dec(dev_priv, false);
273
274 return 0;
275}
276
277/**
278 * User-space shader management:
279 */
280
281static struct vmw_resource *
282vmw_user_shader_base_to_res(struct ttm_base_object *base)
283{
284 return &(container_of(base, struct vmw_user_shader, base)->
285 shader.res);
286}
287
288static void vmw_user_shader_free(struct vmw_resource *res)
289{
290 struct vmw_user_shader *ushader =
291 container_of(res, struct vmw_user_shader, shader.res);
292 struct vmw_private *dev_priv = res->dev_priv;
293
294 ttm_base_object_kfree(ushader, base);
295 ttm_mem_global_free(vmw_mem_glob(dev_priv),
296 vmw_user_shader_size);
297}
298
299/**
300 * This function is called when user space has no more references on the
301 * base object. It releases the base-object's reference on the resource object.
302 */
303
304static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
305{
306 struct ttm_base_object *base = *p_base;
307 struct vmw_resource *res = vmw_user_shader_base_to_res(base);
308
309 *p_base = NULL;
310 vmw_resource_unreference(&res);
311}
312
313int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
314 struct drm_file *file_priv)
315{
316 struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
317 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
318
319 return ttm_ref_object_base_unref(tfile, arg->handle,
320 TTM_REF_USAGE);
321}
322
323int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
324 struct drm_file *file_priv)
325{
326 struct vmw_private *dev_priv = vmw_priv(dev);
327 struct vmw_user_shader *ushader;
328 struct vmw_resource *res;
329 struct vmw_resource *tmp;
330 struct drm_vmw_shader_create_arg *arg =
331 (struct drm_vmw_shader_create_arg *)data;
332 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
333 struct vmw_master *vmaster = vmw_master(file_priv->master);
334 struct vmw_dma_buffer *buffer = NULL;
335 SVGA3dShaderType shader_type;
336 int ret;
337
338 if (arg->buffer_handle != SVGA3D_INVALID_ID) {
339 ret = vmw_user_dmabuf_lookup(tfile, arg->buffer_handle,
340 &buffer);
341 if (unlikely(ret != 0)) {
342 DRM_ERROR("Could not find buffer for shader "
343 "creation.\n");
344 return ret;
345 }
346
347 if ((u64)buffer->base.num_pages * PAGE_SIZE <
348 (u64)arg->size + (u64)arg->offset) {
349 DRM_ERROR("Illegal buffer- or shader size.\n");
350 ret = -EINVAL;
351 goto out_bad_arg;
352 }
353 }
354
355 switch (arg->shader_type) {
356 case drm_vmw_shader_type_vs:
357 shader_type = SVGA3D_SHADERTYPE_VS;
358 break;
359 case drm_vmw_shader_type_ps:
360 shader_type = SVGA3D_SHADERTYPE_PS;
361 break;
362 case drm_vmw_shader_type_gs:
363 shader_type = SVGA3D_SHADERTYPE_GS;
364 break;
365 default:
366 DRM_ERROR("Illegal shader type.\n");
367 ret = -EINVAL;
368 goto out_bad_arg;
369 }
370
371 /*
372 * Approximate idr memory usage with 128 bytes. It will be limited
373 * by maximum number_of shaders anyway.
374 */
375
376 if (unlikely(vmw_user_shader_size == 0))
377 vmw_user_shader_size = ttm_round_pot(sizeof(*ushader))
378 + 128;
379
380 ret = ttm_read_lock(&vmaster->lock, true);
381 if (unlikely(ret != 0))
382 return ret;
383
384 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
385 vmw_user_shader_size,
386 false, true);
387 if (unlikely(ret != 0)) {
388 if (ret != -ERESTARTSYS)
389 DRM_ERROR("Out of graphics memory for shader"
390 " creation.\n");
391 goto out_unlock;
392 }
393
394 ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
395 if (unlikely(ushader == NULL)) {
396 ttm_mem_global_free(vmw_mem_glob(dev_priv),
397 vmw_user_shader_size);
398 ret = -ENOMEM;
399 goto out_unlock;
400 }
401
402 res = &ushader->shader.res;
403 ushader->base.shareable = false;
404 ushader->base.tfile = NULL;
405
406 /*
407 * From here on, the destructor takes over resource freeing.
408 */
409
410 ret = vmw_gb_shader_init(dev_priv, res, arg->size,
411 arg->offset, shader_type, buffer,
412 vmw_user_shader_free);
413 if (unlikely(ret != 0))
414 goto out_unlock;
415
416 tmp = vmw_resource_reference(res);
417 ret = ttm_base_object_init(tfile, &ushader->base, false,
418 VMW_RES_SHADER,
419 &vmw_user_shader_base_release, NULL);
420
421 if (unlikely(ret != 0)) {
422 vmw_resource_unreference(&tmp);
423 goto out_err;
424 }
425
426 arg->shader_handle = ushader->base.hash.key;
427out_err:
428 vmw_resource_unreference(&res);
429out_unlock:
430 ttm_read_unlock(&vmaster->lock);
431out_bad_arg:
432 vmw_dmabuf_unreference(&buffer);
433
434 return ret;
435
436}