Author | Tokens | Token Proportion | Commits | Commit Proportion |
---|---|---|---|---|
Thomas Hellstrom | 3688 | 98.27% | 17 | 56.67% |
Christian König | 30 | 0.80% | 4 | 13.33% |
Zack Rusin | 18 | 0.48% | 3 | 10.00% |
Deepak Rawat | 4 | 0.11% | 1 | 3.33% |
Masahiro Yamada | 4 | 0.11% | 1 | 3.33% |
Lee Jones | 4 | 0.11% | 1 | 3.33% |
Ravikant B Sharma | 2 | 0.05% | 1 | 3.33% |
Dirk Hohndel | 2 | 0.05% | 1 | 3.33% |
caihuoqing | 1 | 0.03% | 1 | 3.33% |
Total | 3753 | 30 |
// SPDX-License-Identifier: GPL-2.0 OR MIT /************************************************************************** * * Copyright 2009-2015 VMware, Inc., Palo Alto, CA., USA * * 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 <drm/ttm/ttm_placement.h> #include "vmwgfx_drv.h" #include "vmwgfx_resource_priv.h" #include "vmwgfx_binding.h" struct vmw_shader { struct vmw_resource res; SVGA3dShaderType type; uint32_t size; uint8_t num_input_sig; uint8_t num_output_sig; }; struct vmw_user_shader { struct ttm_base_object base; struct vmw_shader shader; }; struct vmw_dx_shader { struct vmw_resource res; struct vmw_resource *ctx; struct vmw_resource *cotable; u32 id; bool committed; struct list_head cotable_head; }; 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 int vmw_dx_shader_create(struct vmw_resource *res); static int vmw_dx_shader_bind(struct vmw_resource *res, struct ttm_validate_buffer *val_buf); static int vmw_dx_shader_unbind(struct vmw_resource *res, bool readback, struct ttm_validate_buffer *val_buf); static void vmw_dx_shader_commit_notify(struct vmw_resource *res, enum vmw_cmdbuf_res_state state); static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type); static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type); 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, .prio = 3, .dirty_prio = 3, .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 }; static const struct vmw_res_func vmw_dx_shader_func = { .res_type = vmw_res_shader, .needs_backup = true, .may_evict = true, .prio = 3, .dirty_prio = 3, .type_name = "dx shaders", .backup_placement = &vmw_mob_placement, .create = vmw_dx_shader_create, /* * The destroy callback is only called with a committed resource on * context destroy, in which case we destroy the cotable anyway, * so there's no need to destroy DX shaders separately. */ .destroy = NULL, .bind = vmw_dx_shader_bind, .unbind = vmw_dx_shader_unbind, .commit_notify = vmw_dx_shader_commit_notify, }; /* * Shader management: */ static inline struct vmw_shader * vmw_res_to_shader(struct vmw_resource *res) { return container_of(res, struct vmw_shader, res); } /** * vmw_res_to_dx_shader - typecast a struct vmw_resource to a * struct vmw_dx_shader * * @res: Pointer to the struct vmw_resource. */ static inline struct vmw_dx_shader * vmw_res_to_dx_shader(struct vmw_resource *res) { return container_of(res, struct vmw_dx_shader, res); } static void vmw_hw_shader_destroy(struct vmw_resource *res) { if (likely(res->func->destroy)) (void) res->func->destroy(res); else res->id = -1; } static int vmw_gb_shader_init(struct vmw_private *dev_priv, struct vmw_resource *res, uint32_t size, uint64_t offset, SVGA3dShaderType type, uint8_t num_input_sig, uint8_t num_output_sig, struct vmw_buffer_object *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_bo_reference(byte_code); res->backup_offset = offset; } shader->size = size; shader->type = type; shader->num_input_sig = num_input_sig; shader->num_output_sig = num_output_sig; res->hw_destroy = vmw_hw_shader_destroy; return 0; } /* * GB shader code: */ 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_CMD_RESERVE(dev_priv, sizeof(*cmd)); if (unlikely(cmd == NULL)) { 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_cmd_commit(dev_priv, sizeof(*cmd)); vmw_fifo_resource_inc(dev_priv); 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->resource->mem_type != VMW_PL_MOB); cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); if (unlikely(cmd == NULL)) 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->resource->start; cmd->body.offsetInBytes = res->backup_offset; res->backup_dirty = false; vmw_cmd_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.resource->mem_type != VMW_PL_MOB); cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); if (unlikely(cmd == NULL)) 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_cmd_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_bo_fence_single(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_binding_res_list_scrub(&res->binding_head); cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); if (unlikely(cmd == NULL)) { 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_cmd_commit(dev_priv, sizeof(*cmd)); mutex_unlock(&dev_priv->binding_mutex); vmw_resource_release_id(res); vmw_fifo_resource_dec(dev_priv); return 0; } /* * DX shader code: */ /** * vmw_dx_shader_commit_notify - Notify that a shader operation has been * committed to hardware from a user-supplied command stream. * * @res: Pointer to the shader resource. * @state: Indicating whether a creation or removal has been committed. * */ static void vmw_dx_shader_commit_notify(struct vmw_resource *res, enum vmw_cmdbuf_res_state state) { struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); struct vmw_private *dev_priv = res->dev_priv; if (state == VMW_CMDBUF_RES_ADD) { mutex_lock(&dev_priv->binding_mutex); vmw_cotable_add_resource(shader->cotable, &shader->cotable_head); shader->committed = true; res->id = shader->id; mutex_unlock(&dev_priv->binding_mutex); } else { mutex_lock(&dev_priv->binding_mutex); list_del_init(&shader->cotable_head); shader->committed = false; res->id = -1; mutex_unlock(&dev_priv->binding_mutex); } } /** * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader. * * @res: The shader resource * * This function reverts a scrub operation. */ static int vmw_dx_shader_unscrub(struct vmw_resource *res) { struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); struct vmw_private *dev_priv = res->dev_priv; struct { SVGA3dCmdHeader header; SVGA3dCmdDXBindShader body; } *cmd; if (!list_empty(&shader->cotable_head) || !shader->committed) return 0; cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id); if (unlikely(cmd == NULL)) return -ENOMEM; cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER; cmd->header.size = sizeof(cmd->body); cmd->body.cid = shader->ctx->id; cmd->body.shid = shader->id; cmd->body.mobid = res->backup->base.resource->start; cmd->body.offsetInBytes = res->backup_offset; vmw_cmd_commit(dev_priv, sizeof(*cmd)); vmw_cotable_add_resource(shader->cotable, &shader->cotable_head); return 0; } /** * vmw_dx_shader_create - The DX shader create callback * * @res: The DX shader resource * * The create callback is called as part of resource validation and * makes sure that we unscrub the shader if it's previously been scrubbed. */ static int vmw_dx_shader_create(struct vmw_resource *res) { struct vmw_private *dev_priv = res->dev_priv; struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); int ret = 0; WARN_ON_ONCE(!shader->committed); if (vmw_resource_mob_attached(res)) { mutex_lock(&dev_priv->binding_mutex); ret = vmw_dx_shader_unscrub(res); mutex_unlock(&dev_priv->binding_mutex); } res->id = shader->id; return ret; } /** * vmw_dx_shader_bind - The DX shader bind callback * * @res: The DX shader resource * @val_buf: Pointer to the validate buffer. * */ static int vmw_dx_shader_bind(struct vmw_resource *res, struct ttm_validate_buffer *val_buf) { struct vmw_private *dev_priv = res->dev_priv; struct ttm_buffer_object *bo = val_buf->bo; BUG_ON(bo->resource->mem_type != VMW_PL_MOB); mutex_lock(&dev_priv->binding_mutex); vmw_dx_shader_unscrub(res); mutex_unlock(&dev_priv->binding_mutex); return 0; } /** * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader. * * @res: The shader resource * * This function unbinds a MOB from the DX shader without requiring the * MOB dma_buffer to be reserved. The driver still considers the MOB bound. * However, once the driver eventually decides to unbind the MOB, it doesn't * need to access the context. */ static int vmw_dx_shader_scrub(struct vmw_resource *res) { struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); struct vmw_private *dev_priv = res->dev_priv; struct { SVGA3dCmdHeader header; SVGA3dCmdDXBindShader body; } *cmd; if (list_empty(&shader->cotable_head)) return 0; WARN_ON_ONCE(!shader->committed); cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd)); if (unlikely(cmd == NULL)) return -ENOMEM; cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER; cmd->header.size = sizeof(cmd->body); cmd->body.cid = shader->ctx->id; cmd->body.shid = res->id; cmd->body.mobid = SVGA3D_INVALID_ID; cmd->body.offsetInBytes = 0; vmw_cmd_commit(dev_priv, sizeof(*cmd)); res->id = -1; list_del_init(&shader->cotable_head); return 0; } /** * vmw_dx_shader_unbind - The dx shader unbind callback. * * @res: The shader resource * @readback: Whether this is a readback unbind. Currently unused. * @val_buf: MOB buffer information. */ static int vmw_dx_shader_unbind(struct vmw_resource *res, bool readback, struct ttm_validate_buffer *val_buf) { struct vmw_private *dev_priv = res->dev_priv; struct vmw_fence_obj *fence; int ret; BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB); mutex_lock(&dev_priv->binding_mutex); ret = vmw_dx_shader_scrub(res); mutex_unlock(&dev_priv->binding_mutex); if (ret) return ret; (void) vmw_execbuf_fence_commands(NULL, dev_priv, &fence, NULL); vmw_bo_fence_single(val_buf->bo, fence); if (likely(fence != NULL)) vmw_fence_obj_unreference(&fence); return 0; } /** * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for * DX shaders. * * @dev_priv: Pointer to device private structure. * @list: The list of cotable resources. * @readback: Whether the call was part of a readback unbind. * * Scrubs all shader MOBs so that any subsequent shader unbind or shader * destroy operation won't need to swap in the context. */ void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv, struct list_head *list, bool readback) { struct vmw_dx_shader *entry, *next; lockdep_assert_held_once(&dev_priv->binding_mutex); list_for_each_entry_safe(entry, next, list, cotable_head) { WARN_ON(vmw_dx_shader_scrub(&entry->res)); if (!readback) entry->committed = false; } } /** * vmw_dx_shader_res_free - The DX shader free callback * * @res: The shader resource * * Frees the DX shader resource. */ static void vmw_dx_shader_res_free(struct vmw_resource *res) { struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res); vmw_resource_unreference(&shader->cotable); kfree(shader); } /** * vmw_dx_shader_add - Add a shader resource as a command buffer managed * resource. * * @man: The command buffer resource manager. * @ctx: Pointer to the context resource. * @user_key: The id used for this shader. * @shader_type: The shader type. * @list: The list of staged command buffer managed resources. */ int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man, struct vmw_resource *ctx, u32 user_key, SVGA3dShaderType shader_type, struct list_head *list) { struct vmw_dx_shader *shader; struct vmw_resource *res; struct vmw_private *dev_priv = ctx->dev_priv; int ret; if (!vmw_shader_id_ok(user_key, shader_type)) return -EINVAL; shader = kmalloc(sizeof(*shader), GFP_KERNEL); if (!shader) { return -ENOMEM; } res = &shader->res; shader->ctx = ctx; shader->cotable = vmw_resource_reference (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER)); shader->id = user_key; shader->committed = false; INIT_LIST_HEAD(&shader->cotable_head); ret = vmw_resource_init(dev_priv, res, true, vmw_dx_shader_res_free, &vmw_dx_shader_func); if (ret) goto out_resource_init; /* * The user_key name-space is not per shader type for DX shaders, * so when hashing, use a single zero shader type. */ ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader, vmw_shader_key(user_key, 0), res, list); if (ret) goto out_resource_init; res->id = shader->id; res->hw_destroy = vmw_hw_shader_destroy; out_resource_init: vmw_resource_unreference(&res); return ret; } /* * 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); ttm_base_object_kfree(ushader, base); } static void vmw_shader_free(struct vmw_resource *res) { struct vmw_shader *shader = vmw_res_to_shader(res); kfree(shader); } /* * 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); } static int vmw_user_shader_alloc(struct vmw_private *dev_priv, struct vmw_buffer_object *buffer, size_t shader_size, size_t offset, SVGA3dShaderType shader_type, uint8_t num_input_sig, uint8_t num_output_sig, struct ttm_object_file *tfile, u32 *handle) { struct vmw_user_shader *ushader; struct vmw_resource *res, *tmp; int ret; ushader = kzalloc(sizeof(*ushader), GFP_KERNEL); if (unlikely(!ushader)) { 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, num_input_sig, num_output_sig, 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); if (unlikely(ret != 0)) { vmw_resource_unreference(&tmp); goto out_err; } if (handle) *handle = ushader->base.handle; out_err: vmw_resource_unreference(&res); out: return ret; } static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv, struct vmw_buffer_object *buffer, size_t shader_size, size_t offset, SVGA3dShaderType shader_type) { struct vmw_shader *shader; struct vmw_resource *res; int ret; shader = kzalloc(sizeof(*shader), GFP_KERNEL); if (unlikely(!shader)) { 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, 0, 0, buffer, vmw_shader_free); out_err: return ret ? ERR_PTR(ret) : res; } static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv, enum drm_vmw_shader_type shader_type_drm, u32 buffer_handle, size_t size, size_t offset, uint8_t num_input_sig, uint8_t num_output_sig, uint32_t *shader_handle) { struct vmw_private *dev_priv = vmw_priv(dev); struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile; struct vmw_buffer_object *buffer = NULL; SVGA3dShaderType shader_type; int ret; if (buffer_handle != SVGA3D_INVALID_ID) { ret = vmw_user_bo_lookup(file_priv, buffer_handle, &buffer); if (unlikely(ret != 0)) { VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n"); return ret; } if ((u64)buffer->base.base.size < (u64)size + (u64)offset) { VMW_DEBUG_USER("Illegal buffer- or shader size.\n"); ret = -EINVAL; goto out_bad_arg; } } switch (shader_type_drm) { case drm_vmw_shader_type_vs: shader_type = SVGA3D_SHADERTYPE_VS; break; case drm_vmw_shader_type_ps: shader_type = SVGA3D_SHADERTYPE_PS; break; default: VMW_DEBUG_USER("Illegal shader type.\n"); ret = -EINVAL; goto out_bad_arg; } ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset, shader_type, num_input_sig, num_output_sig, tfile, shader_handle); out_bad_arg: vmw_bo_unreference(&buffer); return ret; } /** * vmw_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_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type) { return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16; } /** * vmw_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_shader_key(u32 user_key, SVGA3dShaderType shader_type) { return user_key | (shader_type << 20); } /** * vmw_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_shader_remove(struct vmw_cmdbuf_res_manager *man, u32 user_key, SVGA3dShaderType shader_type, struct list_head *list) { struct vmw_resource *dummy; if (!vmw_shader_id_ok(user_key, shader_type)) return -EINVAL; return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader, vmw_shader_key(user_key, shader_type), list, &dummy); } /** * vmw_compat_shader_add - Create a compat shader and stage it for addition * as a command buffer managed resource. * * @dev_priv: Pointer to device private structure. * @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. * @size: Command size. * @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 ttm_operation_ctx ctx = { false, true }; struct vmw_buffer_object *buf; struct ttm_bo_kmap_obj map; bool is_iomem; int ret; struct vmw_resource *res; if (!vmw_shader_id_ok(user_key, shader_type)) return -EINVAL; ret = vmw_bo_create(dev_priv, size, &vmw_sys_placement, true, true, vmw_bo_bo_free, &buf); if (unlikely(ret != 0)) goto out; ret = ttm_bo_reserve(&buf->base, false, true, NULL); if (unlikely(ret != 0)) goto no_reserve; /* Map and copy shader bytecode. */ ret = ttm_bo_kmap(&buf->base, 0, PFN_UP(size), &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, &ctx); 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_shader, vmw_shader_key(user_key, shader_type), res, list); vmw_resource_unreference(&res); no_reserve: vmw_bo_unreference(&buf); out: return ret; } /** * vmw_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_shader_lookup(struct vmw_cmdbuf_res_manager *man, u32 user_key, SVGA3dShaderType shader_type) { if (!vmw_shader_id_ok(user_key, shader_type)) return ERR_PTR(-EINVAL); return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader, vmw_shader_key(user_key, shader_type)); } int vmw_shader_define_ioctl(struct drm_device *dev, void *data, struct drm_file *file_priv) { struct drm_vmw_shader_create_arg *arg = (struct drm_vmw_shader_create_arg *)data; return vmw_shader_define(dev, file_priv, arg->shader_type, arg->buffer_handle, arg->size, arg->offset, 0, 0, &arg->shader_handle); }
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