1 /**************************************************************************
3 * Copyright © 2009-2015 VMware, Inc., Palo Alto, CA., USA
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
28 #include <drm/ttm/ttm_placement.h>
30 #include "vmwgfx_drv.h"
31 #include "vmwgfx_resource_priv.h"
32 #include "vmwgfx_binding.h"
35 struct vmw_resource res;
36 SVGA3dShaderType type;
38 uint8_t num_input_sig;
39 uint8_t num_output_sig;
42 struct vmw_user_shader {
43 struct ttm_base_object base;
44 struct vmw_shader shader;
47 struct vmw_dx_shader {
48 struct vmw_resource res;
49 struct vmw_resource *ctx;
50 struct vmw_resource *cotable;
53 struct list_head cotable_head;
56 static uint64_t vmw_user_shader_size;
57 static uint64_t vmw_shader_size;
58 static size_t vmw_shader_dx_size;
60 static void vmw_user_shader_free(struct vmw_resource *res);
61 static struct vmw_resource *
62 vmw_user_shader_base_to_res(struct ttm_base_object *base);
64 static int vmw_gb_shader_create(struct vmw_resource *res);
65 static int vmw_gb_shader_bind(struct vmw_resource *res,
66 struct ttm_validate_buffer *val_buf);
67 static int vmw_gb_shader_unbind(struct vmw_resource *res,
69 struct ttm_validate_buffer *val_buf);
70 static int vmw_gb_shader_destroy(struct vmw_resource *res);
72 static int vmw_dx_shader_create(struct vmw_resource *res);
73 static int vmw_dx_shader_bind(struct vmw_resource *res,
74 struct ttm_validate_buffer *val_buf);
75 static int vmw_dx_shader_unbind(struct vmw_resource *res,
77 struct ttm_validate_buffer *val_buf);
78 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
79 enum vmw_cmdbuf_res_state state);
80 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
81 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
82 static uint64_t vmw_user_shader_size;
84 static const struct vmw_user_resource_conv user_shader_conv = {
85 .object_type = VMW_RES_SHADER,
86 .base_obj_to_res = vmw_user_shader_base_to_res,
87 .res_free = vmw_user_shader_free
90 const struct vmw_user_resource_conv *user_shader_converter =
94 static const struct vmw_res_func vmw_gb_shader_func = {
95 .res_type = vmw_res_shader,
98 .type_name = "guest backed shaders",
99 .backup_placement = &vmw_mob_placement,
100 .create = vmw_gb_shader_create,
101 .destroy = vmw_gb_shader_destroy,
102 .bind = vmw_gb_shader_bind,
103 .unbind = vmw_gb_shader_unbind
106 static const struct vmw_res_func vmw_dx_shader_func = {
107 .res_type = vmw_res_shader,
108 .needs_backup = true,
110 .type_name = "dx shaders",
111 .backup_placement = &vmw_mob_placement,
112 .create = vmw_dx_shader_create,
114 * The destroy callback is only called with a committed resource on
115 * context destroy, in which case we destroy the cotable anyway,
116 * so there's no need to destroy DX shaders separately.
119 .bind = vmw_dx_shader_bind,
120 .unbind = vmw_dx_shader_unbind,
121 .commit_notify = vmw_dx_shader_commit_notify,
128 static inline struct vmw_shader *
129 vmw_res_to_shader(struct vmw_resource *res)
131 return container_of(res, struct vmw_shader, res);
135 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
136 * struct vmw_dx_shader
138 * @res: Pointer to the struct vmw_resource.
140 static inline struct vmw_dx_shader *
141 vmw_res_to_dx_shader(struct vmw_resource *res)
143 return container_of(res, struct vmw_dx_shader, res);
146 static void vmw_hw_shader_destroy(struct vmw_resource *res)
148 if (likely(res->func->destroy))
149 (void) res->func->destroy(res);
155 static int vmw_gb_shader_init(struct vmw_private *dev_priv,
156 struct vmw_resource *res,
159 SVGA3dShaderType type,
160 uint8_t num_input_sig,
161 uint8_t num_output_sig,
162 struct vmw_dma_buffer *byte_code,
163 void (*res_free) (struct vmw_resource *res))
165 struct vmw_shader *shader = vmw_res_to_shader(res);
168 ret = vmw_resource_init(dev_priv, res, true, res_free,
169 &vmw_gb_shader_func);
171 if (unlikely(ret != 0)) {
179 res->backup_size = size;
181 res->backup = vmw_dmabuf_reference(byte_code);
182 res->backup_offset = offset;
186 shader->num_input_sig = num_input_sig;
187 shader->num_output_sig = num_output_sig;
189 vmw_resource_activate(res, vmw_hw_shader_destroy);
197 static int vmw_gb_shader_create(struct vmw_resource *res)
199 struct vmw_private *dev_priv = res->dev_priv;
200 struct vmw_shader *shader = vmw_res_to_shader(res);
203 SVGA3dCmdHeader header;
204 SVGA3dCmdDefineGBShader body;
207 if (likely(res->id != -1))
210 ret = vmw_resource_alloc_id(res);
211 if (unlikely(ret != 0)) {
212 DRM_ERROR("Failed to allocate a shader id.\n");
216 if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
221 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
222 if (unlikely(cmd == NULL)) {
223 DRM_ERROR("Failed reserving FIFO space for shader "
229 cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
230 cmd->header.size = sizeof(cmd->body);
231 cmd->body.shid = res->id;
232 cmd->body.type = shader->type;
233 cmd->body.sizeInBytes = shader->size;
234 vmw_fifo_commit(dev_priv, sizeof(*cmd));
235 vmw_fifo_resource_inc(dev_priv);
240 vmw_resource_release_id(res);
245 static int vmw_gb_shader_bind(struct vmw_resource *res,
246 struct ttm_validate_buffer *val_buf)
248 struct vmw_private *dev_priv = res->dev_priv;
250 SVGA3dCmdHeader header;
251 SVGA3dCmdBindGBShader body;
253 struct ttm_buffer_object *bo = val_buf->bo;
255 BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
257 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
258 if (unlikely(cmd == NULL)) {
259 DRM_ERROR("Failed reserving FIFO space for shader "
264 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
265 cmd->header.size = sizeof(cmd->body);
266 cmd->body.shid = res->id;
267 cmd->body.mobid = bo->mem.start;
268 cmd->body.offsetInBytes = res->backup_offset;
269 res->backup_dirty = false;
270 vmw_fifo_commit(dev_priv, sizeof(*cmd));
275 static int vmw_gb_shader_unbind(struct vmw_resource *res,
277 struct ttm_validate_buffer *val_buf)
279 struct vmw_private *dev_priv = res->dev_priv;
281 SVGA3dCmdHeader header;
282 SVGA3dCmdBindGBShader body;
284 struct vmw_fence_obj *fence;
286 BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
288 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
289 if (unlikely(cmd == NULL)) {
290 DRM_ERROR("Failed reserving FIFO space for shader "
295 cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
296 cmd->header.size = sizeof(cmd->body);
297 cmd->body.shid = res->id;
298 cmd->body.mobid = SVGA3D_INVALID_ID;
299 cmd->body.offsetInBytes = 0;
300 vmw_fifo_commit(dev_priv, sizeof(*cmd));
303 * Create a fence object and fence the backup buffer.
306 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
309 vmw_fence_single_bo(val_buf->bo, fence);
311 if (likely(fence != NULL))
312 vmw_fence_obj_unreference(&fence);
317 static int vmw_gb_shader_destroy(struct vmw_resource *res)
319 struct vmw_private *dev_priv = res->dev_priv;
321 SVGA3dCmdHeader header;
322 SVGA3dCmdDestroyGBShader body;
325 if (likely(res->id == -1))
328 mutex_lock(&dev_priv->binding_mutex);
329 vmw_binding_res_list_scrub(&res->binding_head);
331 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
332 if (unlikely(cmd == NULL)) {
333 DRM_ERROR("Failed reserving FIFO space for shader "
335 mutex_unlock(&dev_priv->binding_mutex);
339 cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
340 cmd->header.size = sizeof(cmd->body);
341 cmd->body.shid = res->id;
342 vmw_fifo_commit(dev_priv, sizeof(*cmd));
343 mutex_unlock(&dev_priv->binding_mutex);
344 vmw_resource_release_id(res);
345 vmw_fifo_resource_dec(dev_priv);
355 * vmw_dx_shader_commit_notify - Notify that a shader operation has been
356 * committed to hardware from a user-supplied command stream.
358 * @res: Pointer to the shader resource.
359 * @state: Indicating whether a creation or removal has been committed.
362 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
363 enum vmw_cmdbuf_res_state state)
365 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
366 struct vmw_private *dev_priv = res->dev_priv;
368 if (state == VMW_CMDBUF_RES_ADD) {
369 mutex_lock(&dev_priv->binding_mutex);
370 vmw_cotable_add_resource(shader->cotable,
371 &shader->cotable_head);
372 shader->committed = true;
373 res->id = shader->id;
374 mutex_unlock(&dev_priv->binding_mutex);
376 mutex_lock(&dev_priv->binding_mutex);
377 list_del_init(&shader->cotable_head);
378 shader->committed = false;
380 mutex_unlock(&dev_priv->binding_mutex);
385 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
387 * @res: The shader resource
389 * This function reverts a scrub operation.
391 static int vmw_dx_shader_unscrub(struct vmw_resource *res)
393 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
394 struct vmw_private *dev_priv = res->dev_priv;
396 SVGA3dCmdHeader header;
397 SVGA3dCmdDXBindShader body;
400 if (!list_empty(&shader->cotable_head) || !shader->committed)
403 cmd = vmw_fifo_reserve_dx(dev_priv, sizeof(*cmd),
405 if (unlikely(cmd == NULL)) {
406 DRM_ERROR("Failed reserving FIFO space for shader "
411 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
412 cmd->header.size = sizeof(cmd->body);
413 cmd->body.cid = shader->ctx->id;
414 cmd->body.shid = shader->id;
415 cmd->body.mobid = res->backup->base.mem.start;
416 cmd->body.offsetInBytes = res->backup_offset;
417 vmw_fifo_commit(dev_priv, sizeof(*cmd));
419 vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
425 * vmw_dx_shader_create - The DX shader create callback
427 * @res: The DX shader resource
429 * The create callback is called as part of resource validation and
430 * makes sure that we unscrub the shader if it's previously been scrubbed.
432 static int vmw_dx_shader_create(struct vmw_resource *res)
434 struct vmw_private *dev_priv = res->dev_priv;
435 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
438 WARN_ON_ONCE(!shader->committed);
440 if (!list_empty(&res->mob_head)) {
441 mutex_lock(&dev_priv->binding_mutex);
442 ret = vmw_dx_shader_unscrub(res);
443 mutex_unlock(&dev_priv->binding_mutex);
446 res->id = shader->id;
451 * vmw_dx_shader_bind - The DX shader bind callback
453 * @res: The DX shader resource
454 * @val_buf: Pointer to the validate buffer.
457 static int vmw_dx_shader_bind(struct vmw_resource *res,
458 struct ttm_validate_buffer *val_buf)
460 struct vmw_private *dev_priv = res->dev_priv;
461 struct ttm_buffer_object *bo = val_buf->bo;
463 BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
464 mutex_lock(&dev_priv->binding_mutex);
465 vmw_dx_shader_unscrub(res);
466 mutex_unlock(&dev_priv->binding_mutex);
472 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
474 * @res: The shader resource
476 * This function unbinds a MOB from the DX shader without requiring the
477 * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
478 * However, once the driver eventually decides to unbind the MOB, it doesn't
479 * need to access the context.
481 static int vmw_dx_shader_scrub(struct vmw_resource *res)
483 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
484 struct vmw_private *dev_priv = res->dev_priv;
486 SVGA3dCmdHeader header;
487 SVGA3dCmdDXBindShader body;
490 if (list_empty(&shader->cotable_head))
493 WARN_ON_ONCE(!shader->committed);
494 cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
495 if (unlikely(cmd == NULL)) {
496 DRM_ERROR("Failed reserving FIFO space for shader "
501 cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
502 cmd->header.size = sizeof(cmd->body);
503 cmd->body.cid = shader->ctx->id;
504 cmd->body.shid = res->id;
505 cmd->body.mobid = SVGA3D_INVALID_ID;
506 cmd->body.offsetInBytes = 0;
507 vmw_fifo_commit(dev_priv, sizeof(*cmd));
509 list_del_init(&shader->cotable_head);
515 * vmw_dx_shader_unbind - The dx shader unbind callback.
517 * @res: The shader resource
518 * @readback: Whether this is a readback unbind. Currently unused.
519 * @val_buf: MOB buffer information.
521 static int vmw_dx_shader_unbind(struct vmw_resource *res,
523 struct ttm_validate_buffer *val_buf)
525 struct vmw_private *dev_priv = res->dev_priv;
526 struct vmw_fence_obj *fence;
529 BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
531 mutex_lock(&dev_priv->binding_mutex);
532 ret = vmw_dx_shader_scrub(res);
533 mutex_unlock(&dev_priv->binding_mutex);
538 (void) vmw_execbuf_fence_commands(NULL, dev_priv,
540 vmw_fence_single_bo(val_buf->bo, fence);
542 if (likely(fence != NULL))
543 vmw_fence_obj_unreference(&fence);
549 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
552 * @dev_priv: Pointer to device private structure.
553 * @list: The list of cotable resources.
554 * @readback: Whether the call was part of a readback unbind.
556 * Scrubs all shader MOBs so that any subsequent shader unbind or shader
557 * destroy operation won't need to swap in the context.
559 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
560 struct list_head *list,
563 struct vmw_dx_shader *entry, *next;
565 WARN_ON_ONCE(!mutex_is_locked(&dev_priv->binding_mutex));
567 list_for_each_entry_safe(entry, next, list, cotable_head) {
568 WARN_ON(vmw_dx_shader_scrub(&entry->res));
570 entry->committed = false;
575 * vmw_dx_shader_res_free - The DX shader free callback
577 * @res: The shader resource
579 * Frees the DX shader resource and updates memory accounting.
581 static void vmw_dx_shader_res_free(struct vmw_resource *res)
583 struct vmw_private *dev_priv = res->dev_priv;
584 struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
586 vmw_resource_unreference(&shader->cotable);
588 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
592 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
595 * @man: The command buffer resource manager.
596 * @ctx: Pointer to the context resource.
597 * @user_key: The id used for this shader.
598 * @shader_type: The shader type.
599 * @list: The list of staged command buffer managed resources.
601 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
602 struct vmw_resource *ctx,
604 SVGA3dShaderType shader_type,
605 struct list_head *list)
607 struct vmw_dx_shader *shader;
608 struct vmw_resource *res;
609 struct vmw_private *dev_priv = ctx->dev_priv;
612 if (!vmw_shader_dx_size)
613 vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
615 if (!vmw_shader_id_ok(user_key, shader_type))
618 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
621 if (ret != -ERESTARTSYS)
622 DRM_ERROR("Out of graphics memory for shader "
627 shader = kmalloc(sizeof(*shader), GFP_KERNEL);
629 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
635 shader->cotable = vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER);
636 shader->id = user_key;
637 shader->committed = false;
638 INIT_LIST_HEAD(&shader->cotable_head);
639 ret = vmw_resource_init(dev_priv, res, true,
640 vmw_dx_shader_res_free, &vmw_dx_shader_func);
642 goto out_resource_init;
645 * The user_key name-space is not per shader type for DX shaders,
646 * so when hashing, use a single zero shader type.
648 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
649 vmw_shader_key(user_key, 0),
652 goto out_resource_init;
654 res->id = shader->id;
655 vmw_resource_activate(res, vmw_hw_shader_destroy);
658 vmw_resource_unreference(&res);
666 * User-space shader management:
669 static struct vmw_resource *
670 vmw_user_shader_base_to_res(struct ttm_base_object *base)
672 return &(container_of(base, struct vmw_user_shader, base)->
676 static void vmw_user_shader_free(struct vmw_resource *res)
678 struct vmw_user_shader *ushader =
679 container_of(res, struct vmw_user_shader, shader.res);
680 struct vmw_private *dev_priv = res->dev_priv;
682 ttm_base_object_kfree(ushader, base);
683 ttm_mem_global_free(vmw_mem_glob(dev_priv),
684 vmw_user_shader_size);
687 static void vmw_shader_free(struct vmw_resource *res)
689 struct vmw_shader *shader = vmw_res_to_shader(res);
690 struct vmw_private *dev_priv = res->dev_priv;
693 ttm_mem_global_free(vmw_mem_glob(dev_priv),
698 * This function is called when user space has no more references on the
699 * base object. It releases the base-object's reference on the resource object.
702 static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
704 struct ttm_base_object *base = *p_base;
705 struct vmw_resource *res = vmw_user_shader_base_to_res(base);
708 vmw_resource_unreference(&res);
711 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
712 struct drm_file *file_priv)
714 struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
715 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
717 return ttm_ref_object_base_unref(tfile, arg->handle,
721 static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
722 struct vmw_dma_buffer *buffer,
725 SVGA3dShaderType shader_type,
726 uint8_t num_input_sig,
727 uint8_t num_output_sig,
728 struct ttm_object_file *tfile,
731 struct vmw_user_shader *ushader;
732 struct vmw_resource *res, *tmp;
736 * Approximate idr memory usage with 128 bytes. It will be limited
737 * by maximum number_of shaders anyway.
739 if (unlikely(vmw_user_shader_size == 0))
740 vmw_user_shader_size =
741 ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
743 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
744 vmw_user_shader_size,
746 if (unlikely(ret != 0)) {
747 if (ret != -ERESTARTSYS)
748 DRM_ERROR("Out of graphics memory for shader "
753 ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
754 if (unlikely(!ushader)) {
755 ttm_mem_global_free(vmw_mem_glob(dev_priv),
756 vmw_user_shader_size);
761 res = &ushader->shader.res;
762 ushader->base.shareable = false;
763 ushader->base.tfile = NULL;
766 * From here on, the destructor takes over resource freeing.
769 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
770 offset, shader_type, num_input_sig,
771 num_output_sig, buffer,
772 vmw_user_shader_free);
773 if (unlikely(ret != 0))
776 tmp = vmw_resource_reference(res);
777 ret = ttm_base_object_init(tfile, &ushader->base, false,
779 &vmw_user_shader_base_release, NULL);
781 if (unlikely(ret != 0)) {
782 vmw_resource_unreference(&tmp);
787 *handle = ushader->base.hash.key;
789 vmw_resource_unreference(&res);
795 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
796 struct vmw_dma_buffer *buffer,
799 SVGA3dShaderType shader_type)
801 struct vmw_shader *shader;
802 struct vmw_resource *res;
806 * Approximate idr memory usage with 128 bytes. It will be limited
807 * by maximum number_of shaders anyway.
809 if (unlikely(vmw_shader_size == 0))
811 ttm_round_pot(sizeof(struct vmw_shader)) + 128;
813 ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
816 if (unlikely(ret != 0)) {
817 if (ret != -ERESTARTSYS)
818 DRM_ERROR("Out of graphics memory for shader "
823 shader = kzalloc(sizeof(*shader), GFP_KERNEL);
824 if (unlikely(!shader)) {
825 ttm_mem_global_free(vmw_mem_glob(dev_priv),
834 * From here on, the destructor takes over resource freeing.
836 ret = vmw_gb_shader_init(dev_priv, res, shader_size,
837 offset, shader_type, 0, 0, buffer,
841 return ret ? ERR_PTR(ret) : res;
845 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
846 enum drm_vmw_shader_type shader_type_drm,
847 u32 buffer_handle, size_t size, size_t offset,
848 uint8_t num_input_sig, uint8_t num_output_sig,
849 uint32_t *shader_handle)
851 struct vmw_private *dev_priv = vmw_priv(dev);
852 struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
853 struct vmw_dma_buffer *buffer = NULL;
854 SVGA3dShaderType shader_type;
857 if (buffer_handle != SVGA3D_INVALID_ID) {
858 ret = vmw_user_dmabuf_lookup(tfile, buffer_handle,
860 if (unlikely(ret != 0)) {
861 DRM_ERROR("Could not find buffer for shader "
866 if ((u64)buffer->base.num_pages * PAGE_SIZE <
867 (u64)size + (u64)offset) {
868 DRM_ERROR("Illegal buffer- or shader size.\n");
874 switch (shader_type_drm) {
875 case drm_vmw_shader_type_vs:
876 shader_type = SVGA3D_SHADERTYPE_VS;
878 case drm_vmw_shader_type_ps:
879 shader_type = SVGA3D_SHADERTYPE_PS;
882 DRM_ERROR("Illegal shader type.\n");
887 ret = ttm_read_lock(&dev_priv->reservation_sem, true);
888 if (unlikely(ret != 0))
891 ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
892 shader_type, num_input_sig,
893 num_output_sig, tfile, shader_handle);
895 ttm_read_unlock(&dev_priv->reservation_sem);
897 vmw_dmabuf_unreference(&buffer);
902 * vmw_shader_id_ok - Check whether a compat shader user key and
903 * shader type are within valid bounds.
905 * @user_key: User space id of the shader.
906 * @shader_type: Shader type.
908 * Returns true if valid false if not.
910 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
912 return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
916 * vmw_shader_key - Compute a hash key suitable for a compat shader.
918 * @user_key: User space id of the shader.
919 * @shader_type: Shader type.
921 * Returns a hash key suitable for a command buffer managed resource
922 * manager hash table.
924 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
926 return user_key | (shader_type << 20);
930 * vmw_shader_remove - Stage a compat shader for removal.
932 * @man: Pointer to the compat shader manager identifying the shader namespace.
933 * @user_key: The key that is used to identify the shader. The key is
934 * unique to the shader type.
935 * @shader_type: Shader type.
936 * @list: Caller's list of staged command buffer resource actions.
938 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
939 u32 user_key, SVGA3dShaderType shader_type,
940 struct list_head *list)
942 struct vmw_resource *dummy;
944 if (!vmw_shader_id_ok(user_key, shader_type))
947 return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
948 vmw_shader_key(user_key, shader_type),
953 * vmw_compat_shader_add - Create a compat shader and stage it for addition
954 * as a command buffer managed resource.
956 * @man: Pointer to the compat shader manager identifying the shader namespace.
957 * @user_key: The key that is used to identify the shader. The key is
958 * unique to the shader type.
959 * @bytecode: Pointer to the bytecode of the shader.
960 * @shader_type: Shader type.
961 * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
962 * to be created with.
963 * @list: Caller's list of staged command buffer resource actions.
966 int vmw_compat_shader_add(struct vmw_private *dev_priv,
967 struct vmw_cmdbuf_res_manager *man,
968 u32 user_key, const void *bytecode,
969 SVGA3dShaderType shader_type,
971 struct list_head *list)
973 struct vmw_dma_buffer *buf;
974 struct ttm_bo_kmap_obj map;
977 struct vmw_resource *res;
979 if (!vmw_shader_id_ok(user_key, shader_type))
982 /* Allocate and pin a DMA buffer */
983 buf = kzalloc(sizeof(*buf), GFP_KERNEL);
987 ret = vmw_dmabuf_init(dev_priv, buf, size, &vmw_sys_ne_placement,
988 true, vmw_dmabuf_bo_free);
989 if (unlikely(ret != 0))
992 ret = ttm_bo_reserve(&buf->base, false, true, NULL);
993 if (unlikely(ret != 0))
996 /* Map and copy shader bytecode. */
997 ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
999 if (unlikely(ret != 0)) {
1000 ttm_bo_unreserve(&buf->base);
1004 memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
1007 ttm_bo_kunmap(&map);
1008 ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, false, true);
1010 ttm_bo_unreserve(&buf->base);
1012 res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1013 if (unlikely(ret != 0))
1016 ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1017 vmw_shader_key(user_key, shader_type),
1019 vmw_resource_unreference(&res);
1021 vmw_dmabuf_unreference(&buf);
1027 * vmw_shader_lookup - Look up a compat shader
1029 * @man: Pointer to the command buffer managed resource manager identifying
1030 * the shader namespace.
1031 * @user_key: The user space id of the shader.
1032 * @shader_type: The shader type.
1034 * Returns a refcounted pointer to a struct vmw_resource if the shader was
1035 * found. An error pointer otherwise.
1037 struct vmw_resource *
1038 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1040 SVGA3dShaderType shader_type)
1042 if (!vmw_shader_id_ok(user_key, shader_type))
1043 return ERR_PTR(-EINVAL);
1045 return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1046 vmw_shader_key(user_key, shader_type));
1049 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1050 struct drm_file *file_priv)
1052 struct drm_vmw_shader_create_arg *arg =
1053 (struct drm_vmw_shader_create_arg *)data;
1055 return vmw_shader_define(dev, file_priv, arg->shader_type,
1057 arg->size, arg->offset,
1059 &arg->shader_handle);