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34 commits

Author SHA1 Message Date
Liav A
fdab8a24f5 Kernel/Graphics: Use longer timeout settings in VirtIO GPU commands
It appeared that we sometimes failed to invoke synchronous commands on
the GPU. To temporarily fix this, wait 10 milliseconds for commands to
complete before failing.
2023-03-19 00:19:06 +00:00
Liav A
3337a5722a Kernel: Simplify VirtIOGPU attach_physical_range_to_framebuffer method
According to the specification, modesetting can be invoked with no need
for flushing the framebuffer nor with DMA to transfer the framebuffer
rendering.
2023-03-19 00:19:06 +00:00
Liav A
2715f91c92 Kernel/VirtIOGPU: Propagate proper errno codes from query_and_set_edid
Returning literal strings is not the proper action here, because we
should always assume that error could be propagated back to userland, so
we need to keep a valid errno when returning an Error.
2023-02-10 09:14:20 +00:00
Liav A
72b144e9e9 Kernel/Graphics: Introduce a new mechanism to initialize a PCI device
Instead of using a clunky switch-case paradigm, we now have all drivers
being declaring two methods for their adapter class - create and probe.
These methods are linked in each PCIGraphicsDriverInitializer structure,
in a new s_initializers static list of them.
Then, when we probe for a PCI device, we use each probe method and if
there's a match, then the corresponding create method is called.

As a result of this change, it's much more easy to add more drivers and
the initialization code is more readable.
2023-01-07 11:51:13 -07:00
Liav A
883b0f1390 Kernel/Graphics: Restore VirtIO GPU framebuffer console functionality
This has been done in multiple ways:
- Each time we modeset the resolution via the VirtIOGPU DisplayConnector
  we ensure that the framebuffer is updated with the new resolution.
- Each time the cursor is updated we ensure that the framebuffer console
  is marked dirty so the IO Work Queue task which is scheduled to check
  if it is dirty, will flush the surface.
- We only initialize a framebuffer console after we ensure that at the
  very least a DisplayConnector has being set with a known resolution.
- We only call GenericFramebufferConsole::enable() when enabling the
  console after the important variables of the console (m_width, m_pitch
  and m_height) have been set.
2022-12-31 05:13:21 -07:00
Sam Atkins
29733e65f8 AK+Everywhere: Replace all Bitmap::must_create() uses with ::create()
Well, *someone* has to add some more FIXMEs to keep FIXME Roulette
going. :^)
2022-12-22 15:48:53 +01:00
Liav A
efae6e2270 Kernel/Graphics: Propagate errors properly around in the VirtIO driver
This happens to be a sad truth for the VirtIOGPU driver - it lacked any
error propagation measures and generally relied on clunky assumptions
that most operations with the GPU device are infallible, although in
reality much of them could fail, so we do need to handle errors.

To fix this, synchronous GPU commands no longer rely on the wait queue
mechanism anymore, so instead we introduce a timeout-based mechanism,
similar to how other Kernel drivers use a polling based mechanism with
the assumption that hardware could get stuck in an error state and we
could abort gracefully.

Then, we change most of the VirtIOGraphicsAdapter methods to propagate
errors properly to the original callers, to ensure that if a synchronous
GPU command failed, either the Kernel or userspace could do something
meaningful about this situation.
2022-12-19 10:19:57 +00:00
Liav A
12d4bbbd11 Kernel/Graphics: Disable double buffering for the VirtIO driver
The performance that we achieve from this technique is visually worse
compared to turning off this feature, so let's not use this until we
figure out why it happens.
2022-12-19 10:19:57 +00:00
Liav A
bb491a681d Kernel: Properly propagate errors in VirtIOGPU 3D device initialization 2022-12-19 10:19:57 +00:00
Sam Atkins
1b5a565e55 Kernel: Allocate VirtIOGPU context IDs from a bitmap, with ErrorOr
As is, we never *deallocate* them, so we will run out eventually.

Creating a context, or allocating a context ID, now returns ErrorOr if
there are no available free context IDs.

`number_of_fixmes--;` :^)
2022-12-15 22:04:28 +00:00
Sam Atkins
3597f4a490 Kernel: Remove Badged VirtIOGraphicsAdapter::allocate_FOO_id() methods
These are unused, so let's remove them. `number_of_fixmes--;` :^)
2022-12-15 22:04:28 +00:00
Andreas Kling
11eee67b85 Kernel: Make self-contained locking smart pointers their own classes
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.
2022-08-20 17:20:43 +02:00
sin-ack
3f3f45580a Everywhere: Add sv suffix to strings relying on StringView(char const*)
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.
2022-07-12 23:11:35 +02:00
Liav A
e2ed6ef741 Kernel/Graphics: Bring back the mmap interface for DisplayConnectors
The mmap interface was removed when we introduced the DisplayConnector
class, as it was quite unsafe to use and didn't handle switching between
graphical and text modes safely. By using the SharedFramebufferVMObject,
we are able to elegantly coordinate the switch by remapping the attached
mmap'ed-Memory::Region(s) with different mappings, therefore, keeping
WindowServer to think that the mappings it has are still valid, while
they are going to a different physical range until we are back to the
graphical mode (after a switch from text mode).

Most drivers take advantage of the fact that we know where is the actual
framebuffer in physical memory space, the SharedFramebufferVMObject is
created with that information. However, the VirtIO driver is different
in that aspect, because it relies on DMA transactions to show graphics
on the framebuffer, so the SharedFramebufferVMObject is created with
that mindset to support the arbitrary framebuffer location in physical
memory space.
2022-06-06 20:11:05 +01:00
Liav A
c27c414ed1 Kernel/Graphics: Apply DisplayConnector design on the VirtIO driver 2022-05-05 20:55:57 +02:00
Liav A
41283a2de6 Kernel/Graphics: Use VirtIO GPU3DDevice constructor indirectly
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.
2022-05-05 20:55:57 +02:00
Brian Gianforcaro
c0ed656c94 Kernel: Fix buffer overflow in VirtIOGPU create_3d_resource(..)
This code attempts to copy the `Protocol::Resource3DSpecification`
struct into request, starting at `Protocol::ResourceCreate3D::target`
member of the `Protocol::ResourceCreate3D` struct.

The problem is that the `Protocol::Resource3DSpecification` struct
does not having the trailing `u32 padding` that the `ResourceCreate3D`
struct has. Leading to memcopy overrunning the struct and corrupting
32 bits of data trailing the struct.

Found by SonarCloud:
 - Memory copy function overflows the destination buffer.
2022-03-14 22:30:22 +01:00
Sahan Fernando
a2887dc157 Kernel: Disable GPU fencing for VirtIOGPU operations
These fences should not be needed, since we force the use of
synchronous operations through synchronous_virtio_gpu_command. The use
of these fences also causes severe lag when SERENITY_GL is enabled.
2022-03-09 14:58:48 +03:30
Sahan Fernando
fd6a536c60 Kernel: Implement basic VirGL device
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.
2022-03-09 14:58:48 +03:30
Sahan Fernando
966989afe8 Kernel: Use AK::to_underlying instead of static_cast in VirtIOGPU 2022-03-09 14:58:48 +03:30
Tom
4c506f91fe Kernel: Disable BootFramebufferConsole when drivers create a new one
When GraphicsManagement initializes the drivers we can disable the
bootloader framebuffer console. Right now we don't yet fully destroy
the no longer needed console as it may be in use by another CPU.
2022-02-04 21:34:12 +01:00
Andreas Kling
200589ba27 Kernel: Turn VirtIOGPU operation lock from mutex into spinlock 2022-02-03 16:11:26 +01:00
Sam Atkins
45cf40653a Everywhere: Convert ByteBuffer factory methods from Optional -> ErrorOr
Apologies for the enormous commit, but I don't see a way to split this
up nicely. In the vast majority of cases it's a simple change. A few
extra places can use TRY instead of manual error checking though. :^)
2022-01-24 22:36:09 +01:00
Tom
03c45b1865 Kernel: Add ioctl to get the EDID from a framebuffer 2022-01-23 22:45:21 +00:00
Liav A
c7eb761b7f Kernel/Graphics: Re-order parameters in VirtIO GraphicsAdapter methods
As suggested by @ccapitalK, it makes the interface more neat and clean.
The proper order is to get ScanoutID first, then ResourceID and after it
everything else that is needed to complete the operation successfully.
2021-10-27 07:57:44 +03:00
Liav A
f476b49fd8 Kernel/Graphics: Merge VirtIO GraphicsAdapter and VirtIO GPU code
A VirtIO graphics adapter is really the VirtIO GPU, so the virtualized
hardware has no distinction between both components so there's no
need to put such distinction in software.

We might need to split things in the future, but when we do so, we must
take proper care to ensure that the interface between the components
is correct and use the usual codebase patterns.
2021-10-27 07:57:44 +03:00
Liav A
fb0ed2ae46 Kernel/Graphics: Force VirtIO Framebuffer to inherit FramebufferDevice
The distinction is not justified because a VirtIO Framebuffer device
acts much more like a regular FramebufferDevice than a pure BlockDevice.
2021-10-27 07:57:44 +03:00
Liav A
057f5a12c2 Kernel/PCI: Propagate usage of DeviceIdentifier everywhere
This allows us to remove a bunch of PCI API functions, and instead to
leverage the cached data from DeviceIdentifier object in many places.
2021-09-29 11:24:33 +02:00
Liav A
da327746a2 Kernel: Rename two PCI components
Rename ID => HardwareID, and PhysicalID => DeviceIdentifier.
This change merely does that to clarify what these objects really are.
2021-09-29 11:24:33 +02:00
Liav A
25ea7461a0 Kernel/PCI: Simplify the entire subsystem
A couple of things were changed:
1. Semantic changes - PCI segments are now called PCI domains, to better
match what they are really. It's also the name that Linux gave, and it
seems that Wikipedia also uses this name.
We also remove PCI::ChangeableAddress, because it was used in the past
but now it's no longer being used.
2. There are no WindowedMMIOAccess or MMIOAccess classes anymore, as
they made a bunch of unnecessary complexity. Instead, Windowed access is
removed entirely (this was tested, but never was benchmarked), so we are
left with IO access and memory access options. The memory access option
is essentially mapping the PCI bus (from the chosen PCI domain), to
virtual memory as-is. This means that unless needed, at any time, there
is only one PCI bus being mapped, and this is changed if access to
another PCI bus in the same PCI domain is needed. For now, we don't
support mapping of different PCI buses from different PCI domains at the
same time, because basically it's still a non-issue for most machines
out there.
2. OOM-safety is increased, especially when constructing the Access
object. It means that we pre-allocating any needed resources, and we try
to find PCI domains (if requested to initialize memory access) after we
attempt to construct the Access object, so it's possible to fail at this
point "gracefully".
3. All PCI API functions are now separated into a different header file,
which means only "clients" of the PCI subsystem API will need to include
that header file.
4. Functional changes - we only allow now to enumerate the bus after
a hardware scan. This means that the old method "enumerate_hardware"
is removed, so, when initializing an Access object, the initializing
function must call rescan on it to force it to find devices. This makes
it possible to fail rescan, and also to defer it after construction from
both OOM-safety terms and hotplug capabilities.
2021-09-07 13:47:37 +02:00
Liav A
ed6c1f53af Kernel/VirtIO: Defer initialization of device out of the constructor
This ensures we safely handle interrupts (which can call virtual
functions), so they don't happen in the constructor - this pattern can
lead to a crash, if we are still in the constructor context because
not all methods are available for usage (some are pure virtual,
so it's possible to call __cxa_pure_virtual).

Also, under some conditions like adding a PCI device via PCI-passthrough
mechanism in QEMU, it became exposed to the eye that the code asserts on
RNG::handle_device_config_change(). That device has no configuration but
if the hypervisor still misbehaves and tries to configure it, we should
simply return false to indicate nothing happened.
2021-09-04 16:36:02 +02:00
Liav A
aacb1f0bf4 Kernel: Rename PCI::DeviceController => PCI::Device
Now that the old PCI::Device was removed, we can complete the PCI
changes by making the PCI::DeviceController to be named PCI::Device.

Really the entire purpose and the distinction between the two was about
interrupts, but since this is no longer a problem, just rename it to
simplify things further.
2021-08-23 01:07:45 +02:00
Sahan Fernando
4dddc56ad9 Kernel: Rename VirtIOGPU/VirtIOGPU.cpp to VirtIOGPU/GPU.cpp 2021-07-18 19:58:17 +04:30
Sahan Fernando
1c77f80676 Kernel: Put VirtIOGPU related types into a namespace 2021-07-18 19:58:17 +04:30
Renamed from Kernel/Graphics/VirtIOGPU/VirtIOGraphicsAdapter.cpp (Browse further)