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b9eb1a6174
We're giving up all attempts to keep cpu- and device byte ordering separate. This silences sparse when compiled using make C=2 CF="-D__CHECK_ENDIAN__" Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
664 lines
17 KiB
C
664 lines
17 KiB
C
/**************************************************************************
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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 uint64_t vmw_user_shader_size;
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static uint64_t vmw_shader_size;
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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 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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vmw_fifo_resource_inc(dev_priv);
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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 = res->backup_offset;
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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_scrub(&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_fifo_resource_dec(dev_priv);
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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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static void vmw_shader_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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struct vmw_private *dev_priv = res->dev_priv;
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kfree(shader);
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ttm_mem_global_free(vmw_mem_glob(dev_priv),
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vmw_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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static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
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struct vmw_dma_buffer *buffer,
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size_t shader_size,
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size_t offset,
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SVGA3dShaderType shader_type,
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struct ttm_object_file *tfile,
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u32 *handle)
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{
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struct vmw_user_shader *ushader;
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struct vmw_resource *res, *tmp;
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int ret;
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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 =
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ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
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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;
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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;
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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, shader_size,
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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;
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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);
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if (unlikely(ret != 0)) {
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vmw_resource_unreference(&tmp);
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goto out_err;
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}
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if (handle)
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*handle = ushader->base.hash.key;
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out_err:
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vmw_resource_unreference(&res);
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out:
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return ret;
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}
|
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|
|
|
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static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
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struct vmw_dma_buffer *buffer,
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size_t shader_size,
|
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size_t offset,
|
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SVGA3dShaderType shader_type)
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{
|
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struct vmw_shader *shader;
|
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struct vmw_resource *res;
|
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int ret;
|
|
|
|
/*
|
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* Approximate idr memory usage with 128 bytes. It will be limited
|
|
* by maximum number_of shaders anyway.
|
|
*/
|
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if (unlikely(vmw_shader_size == 0))
|
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vmw_shader_size =
|
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ttm_round_pot(sizeof(struct vmw_shader)) + 128;
|
|
|
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ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
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vmw_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_err;
|
|
}
|
|
|
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shader = kzalloc(sizeof(*shader), GFP_KERNEL);
|
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if (unlikely(shader == NULL)) {
|
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ttm_mem_global_free(vmw_mem_glob(dev_priv),
|
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vmw_shader_size);
|
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ret = -ENOMEM;
|
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goto out_err;
|
|
}
|
|
|
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res = &shader->res;
|
|
|
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/*
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* From here on, the destructor takes over resource freeing.
|
|
*/
|
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ret = vmw_gb_shader_init(dev_priv, res, shader_size,
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offset, shader_type, buffer,
|
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vmw_shader_free);
|
|
|
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out_err:
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return ret ? ERR_PTR(ret) : res;
|
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}
|
|
|
|
|
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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 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_dma_buffer *buffer = NULL;
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SVGA3dShaderType shader_type;
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int ret;
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|
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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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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;
|
|
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:
|
|
DRM_ERROR("Illegal shader type.\n");
|
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ret = -EINVAL;
|
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goto out_bad_arg;
|
|
}
|
|
|
|
ret = ttm_read_lock(&dev_priv->reservation_sem, true);
|
|
if (unlikely(ret != 0))
|
|
goto out_bad_arg;
|
|
|
|
ret = vmw_user_shader_alloc(dev_priv, buffer, arg->size, arg->offset,
|
|
shader_type, tfile, &arg->shader_handle);
|
|
|
|
ttm_read_unlock(&dev_priv->reservation_sem);
|
|
out_bad_arg:
|
|
vmw_dmabuf_unreference(&buffer);
|
|
return ret;
|
|
}
|
|
|
|
/**
|
|
* vmw_compat_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_compat_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
|
|
{
|
|
return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
|
|
}
|
|
|
|
/**
|
|
* vmw_compat_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_compat_shader_key(u32 user_key, SVGA3dShaderType shader_type)
|
|
{
|
|
return user_key | (shader_type << 20);
|
|
}
|
|
|
|
/**
|
|
* vmw_compat_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_compat_shader_remove(struct vmw_cmdbuf_res_manager *man,
|
|
u32 user_key, SVGA3dShaderType shader_type,
|
|
struct list_head *list)
|
|
{
|
|
if (!vmw_compat_shader_id_ok(user_key, shader_type))
|
|
return -EINVAL;
|
|
|
|
return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_compat_shader,
|
|
vmw_compat_shader_key(user_key,
|
|
shader_type),
|
|
list);
|
|
}
|
|
|
|
/**
|
|
* vmw_compat_shader_add - Create a compat shader and stage it for addition
|
|
* as a command buffer managed resource.
|
|
*
|
|
* @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.
|
|
* @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
|
|
* to be created with.
|
|
* @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 vmw_dma_buffer *buf;
|
|
struct ttm_bo_kmap_obj map;
|
|
bool is_iomem;
|
|
int ret;
|
|
struct vmw_resource *res;
|
|
|
|
if (!vmw_compat_shader_id_ok(user_key, shader_type))
|
|
return -EINVAL;
|
|
|
|
/* Allocate and pin a DMA buffer */
|
|
buf = kzalloc(sizeof(*buf), GFP_KERNEL);
|
|
if (unlikely(buf == NULL))
|
|
return -ENOMEM;
|
|
|
|
ret = vmw_dmabuf_init(dev_priv, buf, size, &vmw_sys_ne_placement,
|
|
true, vmw_dmabuf_bo_free);
|
|
if (unlikely(ret != 0))
|
|
goto out;
|
|
|
|
ret = ttm_bo_reserve(&buf->base, false, true, false, NULL);
|
|
if (unlikely(ret != 0))
|
|
goto no_reserve;
|
|
|
|
/* Map and copy shader bytecode. */
|
|
ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
|
|
&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, false, true);
|
|
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_compat_shader,
|
|
vmw_compat_shader_key(user_key, shader_type),
|
|
res, list);
|
|
vmw_resource_unreference(&res);
|
|
no_reserve:
|
|
vmw_dmabuf_unreference(&buf);
|
|
out:
|
|
return ret;
|
|
}
|
|
|
|
/**
|
|
* vmw_compat_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_compat_shader_lookup(struct vmw_cmdbuf_res_manager *man,
|
|
u32 user_key,
|
|
SVGA3dShaderType shader_type)
|
|
{
|
|
if (!vmw_compat_shader_id_ok(user_key, shader_type))
|
|
return ERR_PTR(-EINVAL);
|
|
|
|
return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_compat_shader,
|
|
vmw_compat_shader_key(user_key,
|
|
shader_type));
|
|
}
|