drm/vmwgfx: Emulate legacy shaders on guest-backed devices v2

Command stream legacy shader creation and destruction is replaced by
NOPs in the command stream, and instead guest-backed shaders are created
and destroyed as part of the command validation process.

v2: Removed some stray debug messages.

Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Jakob Bornecrantz <jakob@vmware.com>
This commit is contained in:
Thomas Hellstrom
2014-01-31 10:12:10 +01:00
parent c1a21373d2
commit d5bde95663
4 changed files with 632 additions and 90 deletions

View File

@@ -29,6 +29,8 @@
#include "vmwgfx_resource_priv.h"
#include "ttm/ttm_placement.h"
#define VMW_COMPAT_SHADER_HT_ORDER 12
struct vmw_shader {
struct vmw_resource res;
SVGA3dShaderType type;
@@ -40,6 +42,50 @@ struct vmw_user_shader {
struct vmw_shader shader;
};
/**
* enum vmw_compat_shader_state - Staging state for compat shaders
*/
enum vmw_compat_shader_state {
VMW_COMPAT_COMMITED,
VMW_COMPAT_ADD,
VMW_COMPAT_DEL
};
/**
* struct vmw_compat_shader - Metadata for compat shaders.
*
* @handle: The TTM handle of the guest backed shader.
* @tfile: The struct ttm_object_file the guest backed shader is registered
* with.
* @hash: Hash item for lookup.
* @head: List head for staging lists or the compat shader manager list.
* @state: Staging state.
*
* The structure is protected by the cmdbuf lock.
*/
struct vmw_compat_shader {
u32 handle;
struct ttm_object_file *tfile;
struct drm_hash_item hash;
struct list_head head;
enum vmw_compat_shader_state state;
};
/**
* struct vmw_compat_shader_manager - Compat shader manager.
*
* @shaders: Hash table containing staged and commited compat shaders
* @list: List of commited shaders.
* @dev_priv: Pointer to a device private structure.
*
* @shaders and @list are protected by the cmdbuf mutex for now.
*/
struct vmw_compat_shader_manager {
struct drm_open_hash shaders;
struct list_head list;
struct vmw_private *dev_priv;
};
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);
@@ -325,13 +371,81 @@ int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
TTM_REF_USAGE);
}
int vmw_shader_alloc(struct vmw_private *dev_priv,
struct vmw_dma_buffer *buffer,
size_t shader_size,
size_t offset,
SVGA3dShaderType shader_type,
struct ttm_object_file *tfile,
u32 *handle)
{
struct vmw_user_shader *ushader;
struct vmw_resource *res, *tmp;
int ret;
/*
* 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(struct vmw_user_shader)) + 128;
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;
}
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;
}
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, 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, NULL);
if (unlikely(ret != 0)) {
vmw_resource_unreference(&tmp);
goto out_err;
}
if (handle)
*handle = ushader->base.hash.key;
out_err:
vmw_resource_unreference(&res);
out:
return ret;
}
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;
@@ -373,69 +487,324 @@ int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
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;
goto out_bad_arg;
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;
}
ret = vmw_shader_alloc(dev_priv, buffer, arg->size, arg->offset,
shader_type, tfile, &arg->shader_handle);
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;
}
/**
* vmw_compat_shader_lookup - Look up a compat shader
*
* @man: Pointer to the compat shader manager.
* @shader_type: The shader type, that combined with the user_key identifies
* the shader.
* @user_key: On entry, this should be a pointer to the user_key.
* On successful exit, it will contain the guest-backed shader's TTM handle.
*
* Returns 0 on success. Non-zero on failure, in which case the value pointed
* to by @user_key is unmodified.
*/
int vmw_compat_shader_lookup(struct vmw_compat_shader_manager *man,
SVGA3dShaderType shader_type,
u32 *user_key)
{
struct drm_hash_item *hash;
int ret;
unsigned long key = *user_key | (shader_type << 24);
ret = drm_ht_find_item(&man->shaders, key, &hash);
if (unlikely(ret != 0))
return ret;
*user_key = drm_hash_entry(hash, struct vmw_compat_shader,
hash)->handle;
return 0;
}
/**
* vmw_compat_shader_free - Free a compat shader.
*
* @man: Pointer to the compat shader manager.
* @entry: Pointer to a struct vmw_compat_shader.
*
* Frees a struct vmw_compat_shder entry and drops its reference to the
* guest backed shader.
*/
static void vmw_compat_shader_free(struct vmw_compat_shader_manager *man,
struct vmw_compat_shader *entry)
{
list_del(&entry->head);
WARN_ON(drm_ht_remove_item(&man->shaders, &entry->hash));
WARN_ON(ttm_ref_object_base_unref(entry->tfile, entry->handle,
TTM_REF_USAGE));
kfree(entry);
}
/**
* vmw_compat_shaders_commit - Commit a list of compat shader actions.
*
* @man: Pointer to the compat shader manager.
* @list: Caller's list of compat shader actions.
*
* This function commits a list of compat shader additions or removals.
* It is typically called when the execbuf ioctl call triggering these
* actions has commited the fifo contents to the device.
*/
void vmw_compat_shaders_commit(struct vmw_compat_shader_manager *man,
struct list_head *list)
{
struct vmw_compat_shader *entry, *next;
list_for_each_entry_safe(entry, next, list, head) {
list_del(&entry->head);
switch (entry->state) {
case VMW_COMPAT_ADD:
entry->state = VMW_COMPAT_COMMITED;
list_add_tail(&entry->head, &man->list);
break;
case VMW_COMPAT_DEL:
ttm_ref_object_base_unref(entry->tfile, entry->handle,
TTM_REF_USAGE);
kfree(entry);
break;
default:
BUG();
break;
}
}
}
/**
* vmw_compat_shaders_revert - Revert a list of compat shader actions
*
* @man: Pointer to the compat shader manager.
* @list: Caller's list of compat shader actions.
*
* This function reverts a list of compat shader additions or removals.
* It is typically called when the execbuf ioctl call triggering these
* actions failed for some reason, and the command stream was never
* submitted.
*/
void vmw_compat_shaders_revert(struct vmw_compat_shader_manager *man,
struct list_head *list)
{
struct vmw_compat_shader *entry, *next;
int ret;
list_for_each_entry_safe(entry, next, list, head) {
switch (entry->state) {
case VMW_COMPAT_ADD:
vmw_compat_shader_free(man, entry);
break;
case VMW_COMPAT_DEL:
ret = drm_ht_insert_item(&man->shaders, &entry->hash);
list_del(&entry->head);
list_add_tail(&entry->head, &man->list);
entry->state = VMW_COMPAT_COMMITED;
break;
default:
BUG();
break;
}
}
}
/**
* vmw_compat_shader_remove - Stage a compat shader for removal.
*
* @man: Pointer to the compat shader manager
* @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 shader actions.
*
* This function stages a compat shader for removal and removes the key from
* the shader manager's hash table. If the shader was previously only staged
* for addition it is completely removed (But the execbuf code may keep a
* reference if it was bound to a context between addition and removal). If
* it was previously commited to the manager, it is staged for removal.
*/
int vmw_compat_shader_remove(struct vmw_compat_shader_manager *man,
u32 user_key, SVGA3dShaderType shader_type,
struct list_head *list)
{
struct vmw_compat_shader *entry;
struct drm_hash_item *hash;
int ret;
ret = drm_ht_find_item(&man->shaders, user_key | (shader_type << 24),
&hash);
if (likely(ret != 0))
return -EINVAL;
entry = drm_hash_entry(hash, struct vmw_compat_shader, hash);
switch (entry->state) {
case VMW_COMPAT_ADD:
vmw_compat_shader_free(man, entry);
break;
case VMW_COMPAT_COMMITED:
(void) drm_ht_remove_item(&man->shaders, &entry->hash);
list_del(&entry->head);
entry->state = VMW_COMPAT_DEL;
list_add_tail(&entry->head, list);
break;
default:
BUG();
break;
}
return 0;
}
/**
* vmw_compat_shader_add - Create a compat shader and add the
* key to the manager
*
* @man: Pointer to the compat shader manager
* @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 shader actions.
*
* Note that only the key is added to the shader manager's hash table.
* The shader is not yet added to the shader manager's list of shaders.
*/
int vmw_compat_shader_add(struct vmw_compat_shader_manager *man,
u32 user_key, const void *bytecode,
SVGA3dShaderType shader_type,
size_t size,
struct ttm_object_file *tfile,
struct list_head *list)
{
struct vmw_dma_buffer *buf;
struct ttm_bo_kmap_obj map;
bool is_iomem;
struct vmw_compat_shader *compat;
u32 handle;
int ret;
if (user_key > ((1 << 24) - 1) || (unsigned) shader_type > 16)
return -EINVAL;
/* Allocate and pin a DMA buffer */
buf = kzalloc(sizeof(*buf), GFP_KERNEL);
if (unlikely(buf == NULL))
return -ENOMEM;
ret = vmw_dmabuf_init(man->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);
/* Create a guest-backed shader container backed by the dma buffer */
ret = vmw_shader_alloc(man->dev_priv, buf, size, 0, shader_type,
tfile, &handle);
vmw_dmabuf_unreference(&buf);
if (unlikely(ret != 0))
goto no_reserve;
/*
* Create a compat shader structure and stage it for insertion
* in the manager
*/
compat = kzalloc(sizeof(*compat), GFP_KERNEL);
if (compat == NULL)
goto no_compat;
compat->hash.key = user_key | (shader_type << 24);
ret = drm_ht_insert_item(&man->shaders, &compat->hash);
if (unlikely(ret != 0))
goto out_invalid_key;
compat->state = VMW_COMPAT_ADD;
compat->handle = handle;
compat->tfile = tfile;
list_add_tail(&compat->head, list);
return 0;
out_invalid_key:
kfree(compat);
no_compat:
ttm_ref_object_base_unref(tfile, handle, TTM_REF_USAGE);
no_reserve:
out:
return ret;
}
/**
* vmw_compat_shader_man_create - Create a compat shader manager
*
* @dev_priv: Pointer to a device private structure.
*
* Typically done at file open time. If successful returns a pointer to a
* compat shader manager. Otherwise returns an error pointer.
*/
struct vmw_compat_shader_manager *
vmw_compat_shader_man_create(struct vmw_private *dev_priv)
{
struct vmw_compat_shader_manager *man;
int ret;
man = kzalloc(sizeof(*man), GFP_KERNEL);
man->dev_priv = dev_priv;
INIT_LIST_HEAD(&man->list);
ret = drm_ht_create(&man->shaders, VMW_COMPAT_SHADER_HT_ORDER);
if (ret == 0)
return man;
kfree(man);
return ERR_PTR(ret);
}
/**
* vmw_compat_shader_man_destroy - Destroy a compat shader manager
*
* @man: Pointer to the shader manager to destroy.
*
* Typically done at file close time.
*/
void vmw_compat_shader_man_destroy(struct vmw_compat_shader_manager *man)
{
struct vmw_compat_shader *entry, *next;
mutex_lock(&man->dev_priv->cmdbuf_mutex);
list_for_each_entry_safe(entry, next, &man->list, head)
vmw_compat_shader_free(man, entry);
mutex_unlock(&man->dev_priv->cmdbuf_mutex);
kfree(man);
}