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   1/**************************************************************************
   2 *
   3 * Copyright © 2009-2015 VMware, Inc., Palo Alto, CA., USA
   4 * All Rights Reserved.
   5 *
   6 * Permission is hereby granted, free of charge, to any person obtaining a
   7 * copy of this software and associated documentation files (the
   8 * "Software"), to deal in the Software without restriction, including
   9 * without limitation the rights to use, copy, modify, merge, publish,
  10 * distribute, sub license, and/or sell copies of the Software, and to
  11 * permit persons to whom the Software is furnished to do so, subject to
  12 * the following conditions:
  13 *
  14 * The above copyright notice and this permission notice (including the
  15 * next paragraph) shall be included in all copies or substantial portions
  16 * of the Software.
  17 *
  18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  20 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
  21 * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
  22 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
  23 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
  24 * USE OR OTHER DEALINGS IN THE SOFTWARE.
  25 *
  26 **************************************************************************/
  27
  28#include <drm/ttm/ttm_placement.h>
  29
  30#include "vmwgfx_drv.h"
  31#include "vmwgfx_resource_priv.h"
  32#include "vmwgfx_binding.h"
  33
  34struct vmw_shader {
  35	struct vmw_resource res;
  36	SVGA3dShaderType type;
  37	uint32_t size;
  38	uint8_t num_input_sig;
  39	uint8_t num_output_sig;
  40};
  41
  42struct vmw_user_shader {
  43	struct ttm_base_object base;
  44	struct vmw_shader shader;
  45};
  46
  47struct vmw_dx_shader {
  48	struct vmw_resource res;
  49	struct vmw_resource *ctx;
  50	struct vmw_resource *cotable;
  51	u32 id;
  52	bool committed;
  53	struct list_head cotable_head;
  54};
  55
  56static uint64_t vmw_user_shader_size;
  57static uint64_t vmw_shader_size;
  58static size_t vmw_shader_dx_size;
  59
  60static void vmw_user_shader_free(struct vmw_resource *res);
  61static struct vmw_resource *
  62vmw_user_shader_base_to_res(struct ttm_base_object *base);
  63
  64static int vmw_gb_shader_create(struct vmw_resource *res);
  65static int vmw_gb_shader_bind(struct vmw_resource *res,
  66			       struct ttm_validate_buffer *val_buf);
  67static int vmw_gb_shader_unbind(struct vmw_resource *res,
  68				 bool readback,
  69				 struct ttm_validate_buffer *val_buf);
  70static int vmw_gb_shader_destroy(struct vmw_resource *res);
  71
  72static int vmw_dx_shader_create(struct vmw_resource *res);
  73static int vmw_dx_shader_bind(struct vmw_resource *res,
  74			       struct ttm_validate_buffer *val_buf);
  75static int vmw_dx_shader_unbind(struct vmw_resource *res,
  76				 bool readback,
  77				 struct ttm_validate_buffer *val_buf);
  78static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
  79					enum vmw_cmdbuf_res_state state);
  80static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
  81static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
  82static uint64_t vmw_user_shader_size;
  83
  84static const struct vmw_user_resource_conv user_shader_conv = {
  85	.object_type = VMW_RES_SHADER,
  86	.base_obj_to_res = vmw_user_shader_base_to_res,
  87	.res_free = vmw_user_shader_free
  88};
  89
  90const struct vmw_user_resource_conv *user_shader_converter =
  91	&user_shader_conv;
  92
  93
  94static const struct vmw_res_func vmw_gb_shader_func = {
  95	.res_type = vmw_res_shader,
  96	.needs_backup = true,
  97	.may_evict = true,
  98	.type_name = "guest backed shaders",
  99	.backup_placement = &vmw_mob_placement,
 100	.create = vmw_gb_shader_create,
 101	.destroy = vmw_gb_shader_destroy,
 102	.bind = vmw_gb_shader_bind,
 103	.unbind = vmw_gb_shader_unbind
 104};
 105
 106static const struct vmw_res_func vmw_dx_shader_func = {
 107	.res_type = vmw_res_shader,
 108	.needs_backup = true,
 109	.may_evict = false,
 110	.type_name = "dx shaders",
 111	.backup_placement = &vmw_mob_placement,
 112	.create = vmw_dx_shader_create,
 113	/*
 114	 * The destroy callback is only called with a committed resource on
 115	 * context destroy, in which case we destroy the cotable anyway,
 116	 * so there's no need to destroy DX shaders separately.
 117	 */
 118	.destroy = NULL,
 119	.bind = vmw_dx_shader_bind,
 120	.unbind = vmw_dx_shader_unbind,
 121	.commit_notify = vmw_dx_shader_commit_notify,
 122};
 123
 124/**
 125 * Shader management:
 126 */
 127
 128static inline struct vmw_shader *
 129vmw_res_to_shader(struct vmw_resource *res)
 130{
 131	return container_of(res, struct vmw_shader, res);
 132}
 133
 134/**
 135 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
 136 * struct vmw_dx_shader
 137 *
 138 * @res: Pointer to the struct vmw_resource.
 139 */
 140static inline struct vmw_dx_shader *
 141vmw_res_to_dx_shader(struct vmw_resource *res)
 142{
 143	return container_of(res, struct vmw_dx_shader, res);
 144}
 145
 146static void vmw_hw_shader_destroy(struct vmw_resource *res)
 147{
 148	if (likely(res->func->destroy))
 149		(void) res->func->destroy(res);
 150	else
 151		res->id = -1;
 152}
 153
 154
 155static int vmw_gb_shader_init(struct vmw_private *dev_priv,
 156			      struct vmw_resource *res,
 157			      uint32_t size,
 158			      uint64_t offset,
 159			      SVGA3dShaderType type,
 160			      uint8_t num_input_sig,
 161			      uint8_t num_output_sig,
 162			      struct vmw_dma_buffer *byte_code,
 163			      void (*res_free) (struct vmw_resource *res))
 164{
 165	struct vmw_shader *shader = vmw_res_to_shader(res);
 166	int ret;
 167
 168	ret = vmw_resource_init(dev_priv, res, true, res_free,
 169				&vmw_gb_shader_func);
 170
 171	if (unlikely(ret != 0)) {
 172		if (res_free)
 173			res_free(res);
 174		else
 175			kfree(res);
 176		return ret;
 177	}
 178
 179	res->backup_size = size;
 180	if (byte_code) {
 181		res->backup = vmw_dmabuf_reference(byte_code);
 182		res->backup_offset = offset;
 183	}
 184	shader->size = size;
 185	shader->type = type;
 186	shader->num_input_sig = num_input_sig;
 187	shader->num_output_sig = num_output_sig;
 188
 189	vmw_resource_activate(res, vmw_hw_shader_destroy);
 190	return 0;
 191}
 192
 193/*
 194 * GB shader code:
 195 */
 196
 197static int vmw_gb_shader_create(struct vmw_resource *res)
 198{
 199	struct vmw_private *dev_priv = res->dev_priv;
 200	struct vmw_shader *shader = vmw_res_to_shader(res);
 201	int ret;
 202	struct {
 203		SVGA3dCmdHeader header;
 204		SVGA3dCmdDefineGBShader body;
 205	} *cmd;
 206
 207	if (likely(res->id != -1))
 208		return 0;
 209
 210	ret = vmw_resource_alloc_id(res);
 211	if (unlikely(ret != 0)) {
 212		DRM_ERROR("Failed to allocate a shader id.\n");
 213		goto out_no_id;
 214	}
 215
 216	if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
 217		ret = -EBUSY;
 218		goto out_no_fifo;
 219	}
 220
 221	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 222	if (unlikely(cmd == NULL)) {
 223		DRM_ERROR("Failed reserving FIFO space for shader "
 224			  "creation.\n");
 225		ret = -ENOMEM;
 226		goto out_no_fifo;
 227	}
 228
 229	cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
 230	cmd->header.size = sizeof(cmd->body);
 231	cmd->body.shid = res->id;
 232	cmd->body.type = shader->type;
 233	cmd->body.sizeInBytes = shader->size;
 234	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 235	vmw_fifo_resource_inc(dev_priv);
 236
 237	return 0;
 238
 239out_no_fifo:
 240	vmw_resource_release_id(res);
 241out_no_id:
 242	return ret;
 243}
 244
 245static int vmw_gb_shader_bind(struct vmw_resource *res,
 246			      struct ttm_validate_buffer *val_buf)
 247{
 248	struct vmw_private *dev_priv = res->dev_priv;
 249	struct {
 250		SVGA3dCmdHeader header;
 251		SVGA3dCmdBindGBShader body;
 252	} *cmd;
 253	struct ttm_buffer_object *bo = val_buf->bo;
 254
 255	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
 256
 257	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 258	if (unlikely(cmd == NULL)) {
 259		DRM_ERROR("Failed reserving FIFO space for shader "
 260			  "binding.\n");
 261		return -ENOMEM;
 262	}
 263
 264	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
 265	cmd->header.size = sizeof(cmd->body);
 266	cmd->body.shid = res->id;
 267	cmd->body.mobid = bo->mem.start;
 268	cmd->body.offsetInBytes = res->backup_offset;
 269	res->backup_dirty = false;
 270	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 271
 272	return 0;
 273}
 274
 275static int vmw_gb_shader_unbind(struct vmw_resource *res,
 276				bool readback,
 277				struct ttm_validate_buffer *val_buf)
 278{
 279	struct vmw_private *dev_priv = res->dev_priv;
 280	struct {
 281		SVGA3dCmdHeader header;
 282		SVGA3dCmdBindGBShader body;
 283	} *cmd;
 284	struct vmw_fence_obj *fence;
 285
 286	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
 287
 288	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 289	if (unlikely(cmd == NULL)) {
 290		DRM_ERROR("Failed reserving FIFO space for shader "
 291			  "unbinding.\n");
 292		return -ENOMEM;
 293	}
 294
 295	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
 296	cmd->header.size = sizeof(cmd->body);
 297	cmd->body.shid = res->id;
 298	cmd->body.mobid = SVGA3D_INVALID_ID;
 299	cmd->body.offsetInBytes = 0;
 300	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 301
 302	/*
 303	 * Create a fence object and fence the backup buffer.
 304	 */
 305
 306	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
 307					  &fence, NULL);
 308
 309	vmw_fence_single_bo(val_buf->bo, fence);
 310
 311	if (likely(fence != NULL))
 312		vmw_fence_obj_unreference(&fence);
 313
 314	return 0;
 315}
 316
 317static int vmw_gb_shader_destroy(struct vmw_resource *res)
 318{
 319	struct vmw_private *dev_priv = res->dev_priv;
 320	struct {
 321		SVGA3dCmdHeader header;
 322		SVGA3dCmdDestroyGBShader body;
 323	} *cmd;
 324
 325	if (likely(res->id == -1))
 326		return 0;
 327
 328	mutex_lock(&dev_priv->binding_mutex);
 329	vmw_binding_res_list_scrub(&res->binding_head);
 330
 331	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 332	if (unlikely(cmd == NULL)) {
 333		DRM_ERROR("Failed reserving FIFO space for shader "
 334			  "destruction.\n");
 335		mutex_unlock(&dev_priv->binding_mutex);
 336		return -ENOMEM;
 337	}
 338
 339	cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
 340	cmd->header.size = sizeof(cmd->body);
 341	cmd->body.shid = res->id;
 342	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 343	mutex_unlock(&dev_priv->binding_mutex);
 344	vmw_resource_release_id(res);
 345	vmw_fifo_resource_dec(dev_priv);
 346
 347	return 0;
 348}
 349
 350/*
 351 * DX shader code:
 352 */
 353
 354/**
 355 * vmw_dx_shader_commit_notify - Notify that a shader operation has been
 356 * committed to hardware from a user-supplied command stream.
 357 *
 358 * @res: Pointer to the shader resource.
 359 * @state: Indicating whether a creation or removal has been committed.
 360 *
 361 */
 362static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
 363					enum vmw_cmdbuf_res_state state)
 364{
 365	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 366	struct vmw_private *dev_priv = res->dev_priv;
 367
 368	if (state == VMW_CMDBUF_RES_ADD) {
 369		mutex_lock(&dev_priv->binding_mutex);
 370		vmw_cotable_add_resource(shader->cotable,
 371					 &shader->cotable_head);
 372		shader->committed = true;
 373		res->id = shader->id;
 374		mutex_unlock(&dev_priv->binding_mutex);
 375	} else {
 376		mutex_lock(&dev_priv->binding_mutex);
 377		list_del_init(&shader->cotable_head);
 378		shader->committed = false;
 379		res->id = -1;
 380		mutex_unlock(&dev_priv->binding_mutex);
 381	}
 382}
 383
 384/**
 385 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
 386 *
 387 * @res: The shader resource
 388 *
 389 * This function reverts a scrub operation.
 390 */
 391static int vmw_dx_shader_unscrub(struct vmw_resource *res)
 392{
 393	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 394	struct vmw_private *dev_priv = res->dev_priv;
 395	struct {
 396		SVGA3dCmdHeader header;
 397		SVGA3dCmdDXBindShader body;
 398	} *cmd;
 399
 400	if (!list_empty(&shader->cotable_head) || !shader->committed)
 401		return 0;
 402
 403	cmd = vmw_fifo_reserve_dx(dev_priv, sizeof(*cmd),
 404				  shader->ctx->id);
 405	if (unlikely(cmd == NULL)) {
 406		DRM_ERROR("Failed reserving FIFO space for shader "
 407			  "scrubbing.\n");
 408		return -ENOMEM;
 409	}
 410
 411	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
 412	cmd->header.size = sizeof(cmd->body);
 413	cmd->body.cid = shader->ctx->id;
 414	cmd->body.shid = shader->id;
 415	cmd->body.mobid = res->backup->base.mem.start;
 416	cmd->body.offsetInBytes = res->backup_offset;
 417	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 418
 419	vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
 420
 421	return 0;
 422}
 423
 424/**
 425 * vmw_dx_shader_create - The DX shader create callback
 426 *
 427 * @res: The DX shader resource
 428 *
 429 * The create callback is called as part of resource validation and
 430 * makes sure that we unscrub the shader if it's previously been scrubbed.
 431 */
 432static int vmw_dx_shader_create(struct vmw_resource *res)
 433{
 434	struct vmw_private *dev_priv = res->dev_priv;
 435	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 436	int ret = 0;
 437
 438	WARN_ON_ONCE(!shader->committed);
 439
 440	if (!list_empty(&res->mob_head)) {
 441		mutex_lock(&dev_priv->binding_mutex);
 442		ret = vmw_dx_shader_unscrub(res);
 443		mutex_unlock(&dev_priv->binding_mutex);
 444	}
 445
 446	res->id = shader->id;
 447	return ret;
 448}
 449
 450/**
 451 * vmw_dx_shader_bind - The DX shader bind callback
 452 *
 453 * @res: The DX shader resource
 454 * @val_buf: Pointer to the validate buffer.
 455 *
 456 */
 457static int vmw_dx_shader_bind(struct vmw_resource *res,
 458			      struct ttm_validate_buffer *val_buf)
 459{
 460	struct vmw_private *dev_priv = res->dev_priv;
 461	struct ttm_buffer_object *bo = val_buf->bo;
 462
 463	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
 464	mutex_lock(&dev_priv->binding_mutex);
 465	vmw_dx_shader_unscrub(res);
 466	mutex_unlock(&dev_priv->binding_mutex);
 467
 468	return 0;
 469}
 470
 471/**
 472 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
 473 *
 474 * @res: The shader resource
 475 *
 476 * This function unbinds a MOB from the DX shader without requiring the
 477 * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
 478 * However, once the driver eventually decides to unbind the MOB, it doesn't
 479 * need to access the context.
 480 */
 481static int vmw_dx_shader_scrub(struct vmw_resource *res)
 482{
 483	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 484	struct vmw_private *dev_priv = res->dev_priv;
 485	struct {
 486		SVGA3dCmdHeader header;
 487		SVGA3dCmdDXBindShader body;
 488	} *cmd;
 489
 490	if (list_empty(&shader->cotable_head))
 491		return 0;
 492
 493	WARN_ON_ONCE(!shader->committed);
 494	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 495	if (unlikely(cmd == NULL)) {
 496		DRM_ERROR("Failed reserving FIFO space for shader "
 497			  "scrubbing.\n");
 498		return -ENOMEM;
 499	}
 500
 501	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
 502	cmd->header.size = sizeof(cmd->body);
 503	cmd->body.cid = shader->ctx->id;
 504	cmd->body.shid = res->id;
 505	cmd->body.mobid = SVGA3D_INVALID_ID;
 506	cmd->body.offsetInBytes = 0;
 507	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 508	res->id = -1;
 509	list_del_init(&shader->cotable_head);
 510
 511	return 0;
 512}
 513
 514/**
 515 * vmw_dx_shader_unbind - The dx shader unbind callback.
 516 *
 517 * @res: The shader resource
 518 * @readback: Whether this is a readback unbind. Currently unused.
 519 * @val_buf: MOB buffer information.
 520 */
 521static int vmw_dx_shader_unbind(struct vmw_resource *res,
 522				bool readback,
 523				struct ttm_validate_buffer *val_buf)
 524{
 525	struct vmw_private *dev_priv = res->dev_priv;
 526	struct vmw_fence_obj *fence;
 527	int ret;
 528
 529	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
 530
 531	mutex_lock(&dev_priv->binding_mutex);
 532	ret = vmw_dx_shader_scrub(res);
 533	mutex_unlock(&dev_priv->binding_mutex);
 534
 535	if (ret)
 536		return ret;
 537
 538	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
 539					  &fence, NULL);
 540	vmw_fence_single_bo(val_buf->bo, fence);
 541
 542	if (likely(fence != NULL))
 543		vmw_fence_obj_unreference(&fence);
 544
 545	return 0;
 546}
 547
 548/**
 549 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
 550 * DX shaders.
 551 *
 552 * @dev_priv: Pointer to device private structure.
 553 * @list: The list of cotable resources.
 554 * @readback: Whether the call was part of a readback unbind.
 555 *
 556 * Scrubs all shader MOBs so that any subsequent shader unbind or shader
 557 * destroy operation won't need to swap in the context.
 558 */
 559void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
 560				      struct list_head *list,
 561				      bool readback)
 562{
 563	struct vmw_dx_shader *entry, *next;
 564
 565	WARN_ON_ONCE(!mutex_is_locked(&dev_priv->binding_mutex));
 566
 567	list_for_each_entry_safe(entry, next, list, cotable_head) {
 568		WARN_ON(vmw_dx_shader_scrub(&entry->res));
 569		if (!readback)
 570			entry->committed = false;
 571	}
 572}
 573
 574/**
 575 * vmw_dx_shader_res_free - The DX shader free callback
 576 *
 577 * @res: The shader resource
 578 *
 579 * Frees the DX shader resource and updates memory accounting.
 580 */
 581static void vmw_dx_shader_res_free(struct vmw_resource *res)
 582{
 583	struct vmw_private *dev_priv = res->dev_priv;
 584	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 585
 586	vmw_resource_unreference(&shader->cotable);
 587	kfree(shader);
 588	ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
 589}
 590
 591/**
 592 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
 593 * resource.
 594 *
 595 * @man: The command buffer resource manager.
 596 * @ctx: Pointer to the context resource.
 597 * @user_key: The id used for this shader.
 598 * @shader_type: The shader type.
 599 * @list: The list of staged command buffer managed resources.
 600 */
 601int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
 602		      struct vmw_resource *ctx,
 603		      u32 user_key,
 604		      SVGA3dShaderType shader_type,
 605		      struct list_head *list)
 606{
 607	struct vmw_dx_shader *shader;
 608	struct vmw_resource *res;
 609	struct vmw_private *dev_priv = ctx->dev_priv;
 610	struct ttm_operation_ctx ttm_opt_ctx = {
 611		.interruptible = true,
 612		.no_wait_gpu = false
 613	};
 614	int ret;
 615
 616	if (!vmw_shader_dx_size)
 617		vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
 618
 619	if (!vmw_shader_id_ok(user_key, shader_type))
 620		return -EINVAL;
 621
 622	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
 623				   &ttm_opt_ctx);
 624	if (ret) {
 625		if (ret != -ERESTARTSYS)
 626			DRM_ERROR("Out of graphics memory for shader "
 627				  "creation.\n");
 628		return ret;
 629	}
 630
 631	shader = kmalloc(sizeof(*shader), GFP_KERNEL);
 632	if (!shader) {
 633		ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
 634		return -ENOMEM;
 635	}
 636
 637	res = &shader->res;
 638	shader->ctx = ctx;
 639	shader->cotable = vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER);
 640	shader->id = user_key;
 641	shader->committed = false;
 642	INIT_LIST_HEAD(&shader->cotable_head);
 643	ret = vmw_resource_init(dev_priv, res, true,
 644				vmw_dx_shader_res_free, &vmw_dx_shader_func);
 645	if (ret)
 646		goto out_resource_init;
 647
 648	/*
 649	 * The user_key name-space is not per shader type for DX shaders,
 650	 * so when hashing, use a single zero shader type.
 651	 */
 652	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
 653				 vmw_shader_key(user_key, 0),
 654				 res, list);
 655	if (ret)
 656		goto out_resource_init;
 657
 658	res->id = shader->id;
 659	vmw_resource_activate(res, vmw_hw_shader_destroy);
 660
 661out_resource_init:
 662	vmw_resource_unreference(&res);
 663
 664	return ret;
 665}
 666
 667
 668
 669/**
 670 * User-space shader management:
 671 */
 672
 673static struct vmw_resource *
 674vmw_user_shader_base_to_res(struct ttm_base_object *base)
 675{
 676	return &(container_of(base, struct vmw_user_shader, base)->
 677		 shader.res);
 678}
 679
 680static void vmw_user_shader_free(struct vmw_resource *res)
 681{
 682	struct vmw_user_shader *ushader =
 683		container_of(res, struct vmw_user_shader, shader.res);
 684	struct vmw_private *dev_priv = res->dev_priv;
 685
 686	ttm_base_object_kfree(ushader, base);
 687	ttm_mem_global_free(vmw_mem_glob(dev_priv),
 688			    vmw_user_shader_size);
 689}
 690
 691static void vmw_shader_free(struct vmw_resource *res)
 692{
 693	struct vmw_shader *shader = vmw_res_to_shader(res);
 694	struct vmw_private *dev_priv = res->dev_priv;
 695
 696	kfree(shader);
 697	ttm_mem_global_free(vmw_mem_glob(dev_priv),
 698			    vmw_shader_size);
 699}
 700
 701/**
 702 * This function is called when user space has no more references on the
 703 * base object. It releases the base-object's reference on the resource object.
 704 */
 705
 706static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
 707{
 708	struct ttm_base_object *base = *p_base;
 709	struct vmw_resource *res = vmw_user_shader_base_to_res(base);
 710
 711	*p_base = NULL;
 712	vmw_resource_unreference(&res);
 713}
 714
 715int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
 716			      struct drm_file *file_priv)
 717{
 718	struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
 719	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
 720
 721	return ttm_ref_object_base_unref(tfile, arg->handle,
 722					 TTM_REF_USAGE);
 723}
 724
 725static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
 726				 struct vmw_dma_buffer *buffer,
 727				 size_t shader_size,
 728				 size_t offset,
 729				 SVGA3dShaderType shader_type,
 730				 uint8_t num_input_sig,
 731				 uint8_t num_output_sig,
 732				 struct ttm_object_file *tfile,
 733				 u32 *handle)
 734{
 735	struct vmw_user_shader *ushader;
 736	struct vmw_resource *res, *tmp;
 737	struct ttm_operation_ctx ctx = {
 738		.interruptible = true,
 739		.no_wait_gpu = false
 740	};
 741	int ret;
 742
 743	/*
 744	 * Approximate idr memory usage with 128 bytes. It will be limited
 745	 * by maximum number_of shaders anyway.
 746	 */
 747	if (unlikely(vmw_user_shader_size == 0))
 748		vmw_user_shader_size =
 749			ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
 750
 751	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
 752				   vmw_user_shader_size,
 753				   &ctx);
 754	if (unlikely(ret != 0)) {
 755		if (ret != -ERESTARTSYS)
 756			DRM_ERROR("Out of graphics memory for shader "
 757				  "creation.\n");
 758		goto out;
 759	}
 760
 761	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
 762	if (unlikely(!ushader)) {
 763		ttm_mem_global_free(vmw_mem_glob(dev_priv),
 764				    vmw_user_shader_size);
 765		ret = -ENOMEM;
 766		goto out;
 767	}
 768
 769	res = &ushader->shader.res;
 770	ushader->base.shareable = false;
 771	ushader->base.tfile = NULL;
 772
 773	/*
 774	 * From here on, the destructor takes over resource freeing.
 775	 */
 776
 777	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
 778				 offset, shader_type, num_input_sig,
 779				 num_output_sig, buffer,
 780				 vmw_user_shader_free);
 781	if (unlikely(ret != 0))
 782		goto out;
 783
 784	tmp = vmw_resource_reference(res);
 785	ret = ttm_base_object_init(tfile, &ushader->base, false,
 786				   VMW_RES_SHADER,
 787				   &vmw_user_shader_base_release, NULL);
 788
 789	if (unlikely(ret != 0)) {
 790		vmw_resource_unreference(&tmp);
 791		goto out_err;
 792	}
 793
 794	if (handle)
 795		*handle = ushader->base.hash.key;
 796out_err:
 797	vmw_resource_unreference(&res);
 798out:
 799	return ret;
 800}
 801
 802
 803static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
 804					     struct vmw_dma_buffer *buffer,
 805					     size_t shader_size,
 806					     size_t offset,
 807					     SVGA3dShaderType shader_type)
 808{
 809	struct vmw_shader *shader;
 810	struct vmw_resource *res;
 811	struct ttm_operation_ctx ctx = {
 812		.interruptible = true,
 813		.no_wait_gpu = false
 814	};
 815	int ret;
 816
 817	/*
 818	 * Approximate idr memory usage with 128 bytes. It will be limited
 819	 * by maximum number_of shaders anyway.
 820	 */
 821	if (unlikely(vmw_shader_size == 0))
 822		vmw_shader_size =
 823			ttm_round_pot(sizeof(struct vmw_shader)) + 128;
 824
 825	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
 826				   vmw_shader_size,
 827				   &ctx);
 828	if (unlikely(ret != 0)) {
 829		if (ret != -ERESTARTSYS)
 830			DRM_ERROR("Out of graphics memory for shader "
 831				  "creation.\n");
 832		goto out_err;
 833	}
 834
 835	shader = kzalloc(sizeof(*shader), GFP_KERNEL);
 836	if (unlikely(!shader)) {
 837		ttm_mem_global_free(vmw_mem_glob(dev_priv),
 838				    vmw_shader_size);
 839		ret = -ENOMEM;
 840		goto out_err;
 841	}
 842
 843	res = &shader->res;
 844
 845	/*
 846	 * From here on, the destructor takes over resource freeing.
 847	 */
 848	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
 849				 offset, shader_type, 0, 0, buffer,
 850				 vmw_shader_free);
 851
 852out_err:
 853	return ret ? ERR_PTR(ret) : res;
 854}
 855
 856
 857static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
 858			     enum drm_vmw_shader_type shader_type_drm,
 859			     u32 buffer_handle, size_t size, size_t offset,
 860			     uint8_t num_input_sig, uint8_t num_output_sig,
 861			     uint32_t *shader_handle)
 862{
 863	struct vmw_private *dev_priv = vmw_priv(dev);
 864	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
 865	struct vmw_dma_buffer *buffer = NULL;
 866	SVGA3dShaderType shader_type;
 867	int ret;
 868
 869	if (buffer_handle != SVGA3D_INVALID_ID) {
 870		ret = vmw_user_dmabuf_lookup(tfile, buffer_handle,
 871					     &buffer, NULL);
 872		if (unlikely(ret != 0)) {
 873			DRM_ERROR("Could not find buffer for shader "
 874				  "creation.\n");
 875			return ret;
 876		}
 877
 878		if ((u64)buffer->base.num_pages * PAGE_SIZE <
 879		    (u64)size + (u64)offset) {
 880			DRM_ERROR("Illegal buffer- or shader size.\n");
 881			ret = -EINVAL;
 882			goto out_bad_arg;
 883		}
 884	}
 885
 886	switch (shader_type_drm) {
 887	case drm_vmw_shader_type_vs:
 888		shader_type = SVGA3D_SHADERTYPE_VS;
 889		break;
 890	case drm_vmw_shader_type_ps:
 891		shader_type = SVGA3D_SHADERTYPE_PS;
 892		break;
 893	default:
 894		DRM_ERROR("Illegal shader type.\n");
 895		ret = -EINVAL;
 896		goto out_bad_arg;
 897	}
 898
 899	ret = ttm_read_lock(&dev_priv->reservation_sem, true);
 900	if (unlikely(ret != 0))
 901		goto out_bad_arg;
 902
 903	ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
 904				    shader_type, num_input_sig,
 905				    num_output_sig, tfile, shader_handle);
 906
 907	ttm_read_unlock(&dev_priv->reservation_sem);
 908out_bad_arg:
 909	vmw_dmabuf_unreference(&buffer);
 910	return ret;
 911}
 912
 913/**
 914 * vmw_shader_id_ok - Check whether a compat shader user key and
 915 * shader type are within valid bounds.
 916 *
 917 * @user_key: User space id of the shader.
 918 * @shader_type: Shader type.
 919 *
 920 * Returns true if valid false if not.
 921 */
 922static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
 923{
 924	return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
 925}
 926
 927/**
 928 * vmw_shader_key - Compute a hash key suitable for a compat shader.
 929 *
 930 * @user_key: User space id of the shader.
 931 * @shader_type: Shader type.
 932 *
 933 * Returns a hash key suitable for a command buffer managed resource
 934 * manager hash table.
 935 */
 936static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
 937{
 938	return user_key | (shader_type << 20);
 939}
 940
 941/**
 942 * vmw_shader_remove - Stage a compat shader for removal.
 943 *
 944 * @man: Pointer to the compat shader manager identifying the shader namespace.
 945 * @user_key: The key that is used to identify the shader. The key is
 946 * unique to the shader type.
 947 * @shader_type: Shader type.
 948 * @list: Caller's list of staged command buffer resource actions.
 949 */
 950int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
 951		      u32 user_key, SVGA3dShaderType shader_type,
 952		      struct list_head *list)
 953{
 954	struct vmw_resource *dummy;
 955
 956	if (!vmw_shader_id_ok(user_key, shader_type))
 957		return -EINVAL;
 958
 959	return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
 960				     vmw_shader_key(user_key, shader_type),
 961				     list, &dummy);
 962}
 963
 964/**
 965 * vmw_compat_shader_add - Create a compat shader and stage it for addition
 966 * as a command buffer managed resource.
 967 *
 968 * @man: Pointer to the compat shader manager identifying the shader namespace.
 969 * @user_key: The key that is used to identify the shader. The key is
 970 * unique to the shader type.
 971 * @bytecode: Pointer to the bytecode of the shader.
 972 * @shader_type: Shader type.
 973 * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
 974 * to be created with.
 975 * @list: Caller's list of staged command buffer resource actions.
 976 *
 977 */
 978int vmw_compat_shader_add(struct vmw_private *dev_priv,
 979			  struct vmw_cmdbuf_res_manager *man,
 980			  u32 user_key, const void *bytecode,
 981			  SVGA3dShaderType shader_type,
 982			  size_t size,
 983			  struct list_head *list)
 984{
 985	struct ttm_operation_ctx ctx = { false, true };
 986	struct vmw_dma_buffer *buf;
 987	struct ttm_bo_kmap_obj map;
 988	bool is_iomem;
 989	int ret;
 990	struct vmw_resource *res;
 991
 992	if (!vmw_shader_id_ok(user_key, shader_type))
 993		return -EINVAL;
 994
 995	/* Allocate and pin a DMA buffer */
 996	buf = kzalloc(sizeof(*buf), GFP_KERNEL);
 997	if (unlikely(!buf))
 998		return -ENOMEM;
 999
1000	ret = vmw_dmabuf_init(dev_priv, buf, size, &vmw_sys_ne_placement,
1001			      true, vmw_dmabuf_bo_free);
1002	if (unlikely(ret != 0))
1003		goto out;
1004
1005	ret = ttm_bo_reserve(&buf->base, false, true, NULL);
1006	if (unlikely(ret != 0))
1007		goto no_reserve;
1008
1009	/* Map and copy shader bytecode. */
1010	ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
1011			  &map);
1012	if (unlikely(ret != 0)) {
1013		ttm_bo_unreserve(&buf->base);
1014		goto no_reserve;
1015	}
1016
1017	memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
1018	WARN_ON(is_iomem);
1019
1020	ttm_bo_kunmap(&map);
1021	ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
1022	WARN_ON(ret != 0);
1023	ttm_bo_unreserve(&buf->base);
1024
1025	res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1026	if (unlikely(ret != 0))
1027		goto no_reserve;
1028
1029	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1030				 vmw_shader_key(user_key, shader_type),
1031				 res, list);
1032	vmw_resource_unreference(&res);
1033no_reserve:
1034	vmw_dmabuf_unreference(&buf);
1035out:
1036	return ret;
1037}
1038
1039/**
1040 * vmw_shader_lookup - Look up a compat shader
1041 *
1042 * @man: Pointer to the command buffer managed resource manager identifying
1043 * the shader namespace.
1044 * @user_key: The user space id of the shader.
1045 * @shader_type: The shader type.
1046 *
1047 * Returns a refcounted pointer to a struct vmw_resource if the shader was
1048 * found. An error pointer otherwise.
1049 */
1050struct vmw_resource *
1051vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1052		  u32 user_key,
1053		  SVGA3dShaderType shader_type)
1054{
1055	if (!vmw_shader_id_ok(user_key, shader_type))
1056		return ERR_PTR(-EINVAL);
1057
1058	return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1059				     vmw_shader_key(user_key, shader_type));
1060}
1061
1062int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1063			     struct drm_file *file_priv)
1064{
1065	struct drm_vmw_shader_create_arg *arg =
1066		(struct drm_vmw_shader_create_arg *)data;
1067
1068	return vmw_shader_define(dev, file_priv, arg->shader_type,
1069				 arg->buffer_handle,
1070				 arg->size, arg->offset,
1071				 0, 0,
1072				 &arg->shader_handle);
1073}