This is done mainly by implementing safe locking on the data structure
keeping the pointers to the PerContextState objects. Therefore, this now
eliminates the need for using LockRefPtr, as SpinlockProtected is enough
for the whole list.
The usage of HashMap in this class was questionable, and according to
Sahan Fernando (the original contributor to the VirGL work also known as
ccapitalK) there was no deep research on which data structure to use for
keeping all pointers to PerContextState objects.
Therefore, this structure is changed to IntrusiveList as the main reason
and advantage to use it is that handling OOM conditions is much more
simple, because if we succeeded to create a PerContextState object, we
can be sure now that inserting it to the list will not cause OOM error
condition.
This is necessary to allow transferring frame buffers larger than
~500x500 pixels back to user space. Until the buffer management is
improved this allows us to at least test the existing game ports.
Until now, our kernel has reimplemented a number of AK classes to
provide automatic internal locking:
- RefPtr
- NonnullRefPtr
- WeakPtr
- Weakable
This patch renames the Kernel classes so that they can coexist with
the original AK classes:
- RefPtr => LockRefPtr
- NonnullRefPtr => NonnullLockRefPtr
- WeakPtr => LockWeakPtr
- Weakable => LockWeakable
The goal here is to eventually get rid of the Lock* classes in favor of
using external locking.
Instead of having two separate implementations of AK::RefCounted, one
for userspace and one for kernelspace, there is now RefCounted and
AtomicRefCounted.
Each of these strings would previously rely on StringView's char const*
constructor overload, which would call __builtin_strlen on the string.
Since we now have operator ""sv, we can replace these with much simpler
versions. This opens the door to being able to remove
StringView(char const*).
No functional changes.
We shouldn't expose the VirtIO GPU3DDevice constructor as public method,
so instead, let's use the usual pattern of a static construction method
that uses the constructor within the method.
This commit flips VirtIOGPU back to using a Mutex for its operation
lock (instead of a spinlock). This is necessary for avoiding a few
system hangs when queuing actions on the driver from multiple
processes, which becomes much more of an issue when using VirGL from
multiple userspace process.
This does result in a few code paths where we inevitably have to grab
a mutex from inside a spinlock, the only way to fix both issues is to
move to issuing asynchronous virtio gpu commands.