diff options
Diffstat (limited to 'drivers/gpu/drm/vmwgfx/vmwgfx_shader.c')
-rw-r--r-- | drivers/gpu/drm/vmwgfx/vmwgfx_shader.c | 967 |
1 files changed, 967 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..303f7a82f --- /dev/null +++ b/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c @@ -0,0 +1,967 @@ +// 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_user_bo_ref(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_user_bo_unref(&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); +} |