/************************************************************************** * * 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 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 uint64_t vmw_user_shader_size; 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_kill(&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); } /** * 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); } #if 0 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 vmw_user_shader *ushader; struct vmw_resource *res; struct vmw_resource *tmp; 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_master *vmaster = vmw_master(file_priv->master); 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; } /* * 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(*ushader)) + 128; ret = ttm_read_lock(&vmaster->lock, true); if (unlikely(ret != 0)) return ret; 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_unlock; } 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_unlock; } 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, arg->size, arg->offset, shader_type, buffer, vmw_user_shader_free); if (unlikely(ret != 0)) goto out_unlock; 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; } 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