linux/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
Thomas Hellstrom 173fb7d4e2 drm/vmwgfx: Persistent tracking of context bindings
Only scrub context bindings when a bound resource is destroyed, or when
the MOB backing the context is unbound.

Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Zack Rusin <zackr@vmware.com>
2014-01-17 07:52:36 +01:00

441 lines
11 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 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");
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);
}
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;
}