linux/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
Thomas Hellstrom 18e4a4669c drm/vmwgfx: Fix compat shader namespace
Contrary to the host-backed shader interface that has a per-context
name-space for shaders, the compat shader namespace was per client
(or rather, per file). Fix this so that the compat shader namespace is per
context, and at the same time, make command buffer managed context resource
management generic.

Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Jakob Bornecrantz <jakob@vmware.com>
2014-07-04 12:12:09 +02:00

664 lines
17 KiB
C

/**************************************************************************
*
* 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 = 0;
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));
}