forked from KolibriOS/kolibrios
444 lines
11 KiB
C
444 lines
11 KiB
C
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/**************************************************************************
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*
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* Copyright © 2009-2012 VMware, Inc., Palo Alto, CA., USA
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "vmwgfx_drv.h"
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#include "vmwgfx_resource_priv.h"
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#include "ttm/ttm_placement.h"
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struct vmw_shader {
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struct vmw_resource res;
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SVGA3dShaderType type;
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uint32_t size;
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};
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struct vmw_user_shader {
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struct ttm_base_object base;
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struct vmw_shader shader;
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};
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static void vmw_user_shader_free(struct vmw_resource *res);
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static struct vmw_resource *
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vmw_user_shader_base_to_res(struct ttm_base_object *base);
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static int vmw_gb_shader_create(struct vmw_resource *res);
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static int vmw_gb_shader_bind(struct vmw_resource *res,
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struct ttm_validate_buffer *val_buf);
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static int vmw_gb_shader_unbind(struct vmw_resource *res,
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bool readback,
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struct ttm_validate_buffer *val_buf);
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static int vmw_gb_shader_destroy(struct vmw_resource *res);
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static uint64_t vmw_user_shader_size;
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static const struct vmw_user_resource_conv user_shader_conv = {
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.object_type = VMW_RES_SHADER,
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.base_obj_to_res = vmw_user_shader_base_to_res,
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.res_free = vmw_user_shader_free
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};
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const struct vmw_user_resource_conv *user_shader_converter =
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&user_shader_conv;
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static const struct vmw_res_func vmw_gb_shader_func = {
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.res_type = vmw_res_shader,
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.needs_backup = true,
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.may_evict = true,
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.type_name = "guest backed shaders",
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.backup_placement = &vmw_mob_placement,
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.create = vmw_gb_shader_create,
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.destroy = vmw_gb_shader_destroy,
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.bind = vmw_gb_shader_bind,
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.unbind = vmw_gb_shader_unbind
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};
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/**
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* Shader management:
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*/
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static inline struct vmw_shader *
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vmw_res_to_shader(struct vmw_resource *res)
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{
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return container_of(res, struct vmw_shader, res);
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}
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static void vmw_hw_shader_destroy(struct vmw_resource *res)
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{
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(void) vmw_gb_shader_destroy(res);
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}
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static int vmw_gb_shader_init(struct vmw_private *dev_priv,
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struct vmw_resource *res,
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uint32_t size,
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uint64_t offset,
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SVGA3dShaderType type,
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struct vmw_dma_buffer *byte_code,
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void (*res_free) (struct vmw_resource *res))
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{
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struct vmw_shader *shader = vmw_res_to_shader(res);
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int ret;
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ret = vmw_resource_init(dev_priv, res, true,
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res_free, &vmw_gb_shader_func);
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if (unlikely(ret != 0)) {
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if (res_free)
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res_free(res);
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else
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kfree(res);
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return ret;
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}
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res->backup_size = size;
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if (byte_code) {
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res->backup = vmw_dmabuf_reference(byte_code);
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res->backup_offset = offset;
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}
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shader->size = size;
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shader->type = type;
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vmw_resource_activate(res, vmw_hw_shader_destroy);
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return 0;
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}
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static int vmw_gb_shader_create(struct vmw_resource *res)
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{
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struct vmw_private *dev_priv = res->dev_priv;
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struct vmw_shader *shader = vmw_res_to_shader(res);
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int ret;
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struct {
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SVGA3dCmdHeader header;
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SVGA3dCmdDefineGBShader body;
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} *cmd;
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if (likely(res->id != -1))
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return 0;
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ret = vmw_resource_alloc_id(res);
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if (unlikely(ret != 0)) {
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DRM_ERROR("Failed to allocate a shader id.\n");
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goto out_no_id;
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}
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if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
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ret = -EBUSY;
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goto out_no_fifo;
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}
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cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
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if (unlikely(cmd == NULL)) {
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DRM_ERROR("Failed reserving FIFO space for shader "
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"creation.\n");
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ret = -ENOMEM;
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goto out_no_fifo;
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}
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cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
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cmd->header.size = sizeof(cmd->body);
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cmd->body.shid = res->id;
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cmd->body.type = shader->type;
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cmd->body.sizeInBytes = shader->size;
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vmw_fifo_commit(dev_priv, sizeof(*cmd));
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(void) vmw_3d_resource_inc(dev_priv, false);
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return 0;
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out_no_fifo:
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vmw_resource_release_id(res);
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out_no_id:
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return ret;
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}
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static int vmw_gb_shader_bind(struct vmw_resource *res,
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struct ttm_validate_buffer *val_buf)
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{
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struct vmw_private *dev_priv = res->dev_priv;
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struct {
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SVGA3dCmdHeader header;
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SVGA3dCmdBindGBShader body;
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} *cmd;
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struct ttm_buffer_object *bo = val_buf->bo;
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BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
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cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
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if (unlikely(cmd == NULL)) {
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DRM_ERROR("Failed reserving FIFO space for shader "
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"binding.\n");
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return -ENOMEM;
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}
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cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
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cmd->header.size = sizeof(cmd->body);
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cmd->body.shid = res->id;
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cmd->body.mobid = bo->mem.start;
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cmd->body.offsetInBytes = 0;
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res->backup_dirty = false;
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vmw_fifo_commit(dev_priv, sizeof(*cmd));
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return 0;
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}
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static int vmw_gb_shader_unbind(struct vmw_resource *res,
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bool readback,
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struct ttm_validate_buffer *val_buf)
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{
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struct vmw_private *dev_priv = res->dev_priv;
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struct {
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SVGA3dCmdHeader header;
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SVGA3dCmdBindGBShader body;
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} *cmd;
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struct vmw_fence_obj *fence;
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BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
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cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
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if (unlikely(cmd == NULL)) {
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DRM_ERROR("Failed reserving FIFO space for shader "
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"unbinding.\n");
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return -ENOMEM;
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}
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cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
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cmd->header.size = sizeof(cmd->body);
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cmd->body.shid = res->id;
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cmd->body.mobid = SVGA3D_INVALID_ID;
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cmd->body.offsetInBytes = 0;
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vmw_fifo_commit(dev_priv, sizeof(*cmd));
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/*
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* Create a fence object and fence the backup buffer.
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*/
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(void) vmw_execbuf_fence_commands(NULL, dev_priv,
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&fence, NULL);
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vmw_fence_single_bo(val_buf->bo, fence);
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if (likely(fence != NULL))
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vmw_fence_obj_unreference(&fence);
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return 0;
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}
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static int vmw_gb_shader_destroy(struct vmw_resource *res)
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{
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struct vmw_private *dev_priv = res->dev_priv;
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struct {
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SVGA3dCmdHeader header;
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SVGA3dCmdDestroyGBShader body;
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} *cmd;
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if (likely(res->id == -1))
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return 0;
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mutex_lock(&dev_priv->binding_mutex);
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vmw_context_binding_res_list_kill(&res->binding_head);
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cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
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if (unlikely(cmd == NULL)) {
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DRM_ERROR("Failed reserving FIFO space for shader "
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"destruction.\n");
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mutex_unlock(&dev_priv->binding_mutex);
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return -ENOMEM;
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}
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cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
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cmd->header.size = sizeof(cmd->body);
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cmd->body.shid = res->id;
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vmw_fifo_commit(dev_priv, sizeof(*cmd));
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mutex_unlock(&dev_priv->binding_mutex);
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vmw_resource_release_id(res);
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vmw_3d_resource_dec(dev_priv, false);
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return 0;
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}
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/**
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* User-space shader management:
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*/
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static struct vmw_resource *
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vmw_user_shader_base_to_res(struct ttm_base_object *base)
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{
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return &(container_of(base, struct vmw_user_shader, base)->
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shader.res);
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}
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static void vmw_user_shader_free(struct vmw_resource *res)
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{
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struct vmw_user_shader *ushader =
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container_of(res, struct vmw_user_shader, shader.res);
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struct vmw_private *dev_priv = res->dev_priv;
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// ttm_base_object_kfree(ushader, base);
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// ttm_mem_global_free(vmw_mem_glob(dev_priv),
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// vmw_user_shader_size);
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}
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/**
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* This function is called when user space has no more references on the
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* base object. It releases the base-object's reference on the resource object.
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*/
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static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
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{
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struct ttm_base_object *base = *p_base;
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struct vmw_resource *res = vmw_user_shader_base_to_res(base);
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*p_base = NULL;
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vmw_resource_unreference(&res);
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}
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int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
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struct drm_file *file_priv)
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{
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struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
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struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
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return ttm_ref_object_base_unref(tfile, arg->handle,
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TTM_REF_USAGE);
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}
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#if 0
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int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
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struct drm_file *file_priv)
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{
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struct vmw_private *dev_priv = vmw_priv(dev);
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struct vmw_user_shader *ushader;
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struct vmw_resource *res;
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struct vmw_resource *tmp;
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struct drm_vmw_shader_create_arg *arg =
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(struct drm_vmw_shader_create_arg *)data;
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struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
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struct vmw_master *vmaster = vmw_master(file_priv->master);
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struct vmw_dma_buffer *buffer = NULL;
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SVGA3dShaderType shader_type;
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int ret;
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if (arg->buffer_handle != SVGA3D_INVALID_ID) {
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ret = vmw_user_dmabuf_lookup(tfile, arg->buffer_handle,
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&buffer);
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if (unlikely(ret != 0)) {
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DRM_ERROR("Could not find buffer for shader "
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"creation.\n");
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return ret;
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}
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if ((u64)buffer->base.num_pages * PAGE_SIZE <
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(u64)arg->size + (u64)arg->offset) {
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DRM_ERROR("Illegal buffer- or shader size.\n");
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ret = -EINVAL;
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goto out_bad_arg;
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}
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}
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switch (arg->shader_type) {
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case drm_vmw_shader_type_vs:
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shader_type = SVGA3D_SHADERTYPE_VS;
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break;
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case drm_vmw_shader_type_ps:
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shader_type = SVGA3D_SHADERTYPE_PS;
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break;
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case drm_vmw_shader_type_gs:
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shader_type = SVGA3D_SHADERTYPE_GS;
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break;
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default:
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DRM_ERROR("Illegal shader type.\n");
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ret = -EINVAL;
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goto out_bad_arg;
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}
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/*
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* Approximate idr memory usage with 128 bytes. It will be limited
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* by maximum number_of shaders anyway.
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*/
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if (unlikely(vmw_user_shader_size == 0))
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vmw_user_shader_size = ttm_round_pot(sizeof(*ushader))
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+ 128;
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ret = ttm_read_lock(&vmaster->lock, true);
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if (unlikely(ret != 0))
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return ret;
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ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
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vmw_user_shader_size,
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false, true);
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if (unlikely(ret != 0)) {
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if (ret != -ERESTARTSYS)
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DRM_ERROR("Out of graphics memory for shader"
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" creation.\n");
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goto out_unlock;
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}
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ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
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if (unlikely(ushader == NULL)) {
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ttm_mem_global_free(vmw_mem_glob(dev_priv),
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vmw_user_shader_size);
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ret = -ENOMEM;
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goto out_unlock;
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}
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res = &ushader->shader.res;
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ushader->base.shareable = false;
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ushader->base.tfile = NULL;
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/*
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* From here on, the destructor takes over resource freeing.
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*/
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ret = vmw_gb_shader_init(dev_priv, res, arg->size,
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arg->offset, shader_type, buffer,
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vmw_user_shader_free);
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if (unlikely(ret != 0))
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goto out_unlock;
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tmp = vmw_resource_reference(res);
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ret = ttm_base_object_init(tfile, &ushader->base, false,
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VMW_RES_SHADER,
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|
&vmw_user_shader_base_release, NULL);
|
||
|
|
||
|
if (unlikely(ret != 0)) {
|
||
|
vmw_resource_unreference(&tmp);
|
||
|
goto out_err;
|
||
|
}
|
||
|
|
||
|
arg->shader_handle = ushader->base.hash.key;
|
||
|
out_err:
|
||
|
vmw_resource_unreference(&res);
|
||
|
out_unlock:
|
||
|
ttm_read_unlock(&vmaster->lock);
|
||
|
out_bad_arg:
|
||
|
vmw_dmabuf_unreference(&buffer);
|
||
|
|
||
|
return ret;
|
||
|
|
||
|
}
|
||
|
#endif
|