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  1// SPDX-License-Identifier: GPL-2.0 OR MIT
  2/**************************************************************************
  3 *
  4 * Copyright 2009-2023 VMware, Inc., Palo Alto, CA., USA
  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_binding.h"
 31#include "vmwgfx_bo.h"
 32#include "vmwgfx_drv.h"
 33#include "vmwgfx_resource_priv.h"
 34
 35struct vmw_shader {
 36	struct vmw_resource res;
 37	SVGA3dShaderType type;
 38	uint32_t size;
 39	uint8_t num_input_sig;
 40	uint8_t num_output_sig;
 41};
 42
 43struct vmw_user_shader {
 44	struct ttm_base_object base;
 45	struct vmw_shader shader;
 46};
 47
 48struct vmw_dx_shader {
 49	struct vmw_resource res;
 50	struct vmw_resource *ctx;
 51	struct vmw_resource *cotable;
 52	u32 id;
 53	bool committed;
 54	struct list_head cotable_head;
 55};
 56
 57static void vmw_user_shader_free(struct vmw_resource *res);
 58static struct vmw_resource *
 59vmw_user_shader_base_to_res(struct ttm_base_object *base);
 60
 61static int vmw_gb_shader_create(struct vmw_resource *res);
 62static int vmw_gb_shader_bind(struct vmw_resource *res,
 63			       struct ttm_validate_buffer *val_buf);
 64static int vmw_gb_shader_unbind(struct vmw_resource *res,
 65				 bool readback,
 66				 struct ttm_validate_buffer *val_buf);
 67static int vmw_gb_shader_destroy(struct vmw_resource *res);
 68
 69static int vmw_dx_shader_create(struct vmw_resource *res);
 70static int vmw_dx_shader_bind(struct vmw_resource *res,
 71			       struct ttm_validate_buffer *val_buf);
 72static int vmw_dx_shader_unbind(struct vmw_resource *res,
 73				 bool readback,
 74				 struct ttm_validate_buffer *val_buf);
 75static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
 76					enum vmw_cmdbuf_res_state state);
 77static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
 78static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
 79
 80static const struct vmw_user_resource_conv user_shader_conv = {
 81	.object_type = VMW_RES_SHADER,
 82	.base_obj_to_res = vmw_user_shader_base_to_res,
 83	.res_free = vmw_user_shader_free
 84};
 85
 86const struct vmw_user_resource_conv *user_shader_converter =
 87	&user_shader_conv;
 88
 89
 90static const struct vmw_res_func vmw_gb_shader_func = {
 91	.res_type = vmw_res_shader,
 92	.needs_guest_memory = true,
 93	.may_evict = true,
 94	.prio = 3,
 95	.dirty_prio = 3,
 96	.type_name = "guest backed shaders",
 97	.domain = VMW_BO_DOMAIN_MOB,
 98	.busy_domain = VMW_BO_DOMAIN_MOB,
 99	.create = vmw_gb_shader_create,
100	.destroy = vmw_gb_shader_destroy,
101	.bind = vmw_gb_shader_bind,
102	.unbind = vmw_gb_shader_unbind
103};
104
105static const struct vmw_res_func vmw_dx_shader_func = {
106	.res_type = vmw_res_shader,
107	.needs_guest_memory = true,
108	.may_evict = true,
109	.prio = 3,
110	.dirty_prio = 3,
111	.type_name = "dx shaders",
112	.domain = VMW_BO_DOMAIN_MOB,
113	.busy_domain = VMW_BO_DOMAIN_MOB,
114	.create = vmw_dx_shader_create,
115	/*
116	 * The destroy callback is only called with a committed resource on
117	 * context destroy, in which case we destroy the cotable anyway,
118	 * so there's no need to destroy DX shaders separately.
119	 */
120	.destroy = NULL,
121	.bind = vmw_dx_shader_bind,
122	.unbind = vmw_dx_shader_unbind,
123	.commit_notify = vmw_dx_shader_commit_notify,
124};
125
126/*
127 * Shader management:
128 */
129
130static inline struct vmw_shader *
131vmw_res_to_shader(struct vmw_resource *res)
132{
133	return container_of(res, struct vmw_shader, res);
134}
135
136/**
137 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
138 * struct vmw_dx_shader
139 *
140 * @res: Pointer to the struct vmw_resource.
141 */
142static inline struct vmw_dx_shader *
143vmw_res_to_dx_shader(struct vmw_resource *res)
144{
145	return container_of(res, struct vmw_dx_shader, res);
146}
147
148static void vmw_hw_shader_destroy(struct vmw_resource *res)
149{
150	if (likely(res->func->destroy))
151		(void) res->func->destroy(res);
152	else
153		res->id = -1;
154}
155
156
157static int vmw_gb_shader_init(struct vmw_private *dev_priv,
158			      struct vmw_resource *res,
159			      uint32_t size,
160			      uint64_t offset,
161			      SVGA3dShaderType type,
162			      uint8_t num_input_sig,
163			      uint8_t num_output_sig,
164			      struct vmw_bo *byte_code,
165			      void (*res_free) (struct vmw_resource *res))
166{
167	struct vmw_shader *shader = vmw_res_to_shader(res);
168	int ret;
169
170	ret = vmw_resource_init(dev_priv, res, true, res_free,
171				&vmw_gb_shader_func);
172
173	if (unlikely(ret != 0)) {
174		if (res_free)
175			res_free(res);
176		else
177			kfree(res);
178		return ret;
179	}
180
181	res->guest_memory_size = size;
182	if (byte_code) {
183		res->guest_memory_bo = vmw_user_bo_ref(byte_code);
184		res->guest_memory_offset = offset;
185	}
186	shader->size = size;
187	shader->type = type;
188	shader->num_input_sig = num_input_sig;
189	shader->num_output_sig = num_output_sig;
190
191	res->hw_destroy = vmw_hw_shader_destroy;
192	return 0;
193}
194
195/*
196 * GB shader code:
197 */
198
199static int vmw_gb_shader_create(struct vmw_resource *res)
200{
201	struct vmw_private *dev_priv = res->dev_priv;
202	struct vmw_shader *shader = vmw_res_to_shader(res);
203	int ret;
204	struct {
205		SVGA3dCmdHeader header;
206		SVGA3dCmdDefineGBShader body;
207	} *cmd;
208
209	if (likely(res->id != -1))
210		return 0;
211
212	ret = vmw_resource_alloc_id(res);
213	if (unlikely(ret != 0)) {
214		DRM_ERROR("Failed to allocate a shader id.\n");
215		goto out_no_id;
216	}
217
218	if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
219		ret = -EBUSY;
220		goto out_no_fifo;
221	}
222
223	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
224	if (unlikely(cmd == NULL)) {
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_cmd_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->resource->mem_type != VMW_PL_MOB);
256
257	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
258	if (unlikely(cmd == NULL))
259		return -ENOMEM;
260
261	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
262	cmd->header.size = sizeof(cmd->body);
263	cmd->body.shid = res->id;
264	cmd->body.mobid = bo->resource->start;
265	cmd->body.offsetInBytes = res->guest_memory_offset;
266	res->guest_memory_dirty = false;
267	vmw_cmd_commit(dev_priv, sizeof(*cmd));
268
269	return 0;
270}
271
272static int vmw_gb_shader_unbind(struct vmw_resource *res,
273				bool readback,
274				struct ttm_validate_buffer *val_buf)
275{
276	struct vmw_private *dev_priv = res->dev_priv;
277	struct {
278		SVGA3dCmdHeader header;
279		SVGA3dCmdBindGBShader body;
280	} *cmd;
281	struct vmw_fence_obj *fence;
282
283	BUG_ON(res->guest_memory_bo->tbo.resource->mem_type != VMW_PL_MOB);
284
285	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
286	if (unlikely(cmd == NULL))
287		return -ENOMEM;
288
289	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
290	cmd->header.size = sizeof(cmd->body);
291	cmd->body.shid = res->id;
292	cmd->body.mobid = SVGA3D_INVALID_ID;
293	cmd->body.offsetInBytes = 0;
294	vmw_cmd_commit(dev_priv, sizeof(*cmd));
295
296	/*
297	 * Create a fence object and fence the backup buffer.
298	 */
299
300	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
301					  &fence, NULL);
302
303	vmw_bo_fence_single(val_buf->bo, fence);
304
305	if (likely(fence != NULL))
306		vmw_fence_obj_unreference(&fence);
307
308	return 0;
309}
310
311static int vmw_gb_shader_destroy(struct vmw_resource *res)
312{
313	struct vmw_private *dev_priv = res->dev_priv;
314	struct {
315		SVGA3dCmdHeader header;
316		SVGA3dCmdDestroyGBShader body;
317	} *cmd;
318
319	if (likely(res->id == -1))
320		return 0;
321
322	mutex_lock(&dev_priv->binding_mutex);
323	vmw_binding_res_list_scrub(&res->binding_head);
324
325	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
326	if (unlikely(cmd == NULL)) {
327		mutex_unlock(&dev_priv->binding_mutex);
328		return -ENOMEM;
329	}
330
331	cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
332	cmd->header.size = sizeof(cmd->body);
333	cmd->body.shid = res->id;
334	vmw_cmd_commit(dev_priv, sizeof(*cmd));
335	mutex_unlock(&dev_priv->binding_mutex);
336	vmw_resource_release_id(res);
337	vmw_fifo_resource_dec(dev_priv);
338
339	return 0;
340}
341
342/*
343 * DX shader code:
344 */
345
346/**
347 * vmw_dx_shader_commit_notify - Notify that a shader operation has been
348 * committed to hardware from a user-supplied command stream.
349 *
350 * @res: Pointer to the shader resource.
351 * @state: Indicating whether a creation or removal has been committed.
352 *
353 */
354static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
355					enum vmw_cmdbuf_res_state state)
356{
357	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
358	struct vmw_private *dev_priv = res->dev_priv;
359
360	if (state == VMW_CMDBUF_RES_ADD) {
361		mutex_lock(&dev_priv->binding_mutex);
362		vmw_cotable_add_resource(shader->cotable,
363					 &shader->cotable_head);
364		shader->committed = true;
365		res->id = shader->id;
366		mutex_unlock(&dev_priv->binding_mutex);
367	} else {
368		mutex_lock(&dev_priv->binding_mutex);
369		list_del_init(&shader->cotable_head);
370		shader->committed = false;
371		res->id = -1;
372		mutex_unlock(&dev_priv->binding_mutex);
373	}
374}
375
376/**
377 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
378 *
379 * @res: The shader resource
380 *
381 * This function reverts a scrub operation.
382 */
383static int vmw_dx_shader_unscrub(struct vmw_resource *res)
384{
385	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
386	struct vmw_private *dev_priv = res->dev_priv;
387	struct {
388		SVGA3dCmdHeader header;
389		SVGA3dCmdDXBindShader body;
390	} *cmd;
391
392	if (!list_empty(&shader->cotable_head) || !shader->committed)
393		return 0;
394
395	cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id);
396	if (unlikely(cmd == NULL))
397		return -ENOMEM;
398
399	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
400	cmd->header.size = sizeof(cmd->body);
401	cmd->body.cid = shader->ctx->id;
402	cmd->body.shid = shader->id;
403	cmd->body.mobid = res->guest_memory_bo->tbo.resource->start;
404	cmd->body.offsetInBytes = res->guest_memory_offset;
405	vmw_cmd_commit(dev_priv, sizeof(*cmd));
406
407	vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
408
409	return 0;
410}
411
412/**
413 * vmw_dx_shader_create - The DX shader create callback
414 *
415 * @res: The DX shader resource
416 *
417 * The create callback is called as part of resource validation and
418 * makes sure that we unscrub the shader if it's previously been scrubbed.
419 */
420static int vmw_dx_shader_create(struct vmw_resource *res)
421{
422	struct vmw_private *dev_priv = res->dev_priv;
423	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
424	int ret = 0;
425
426	WARN_ON_ONCE(!shader->committed);
427
428	if (vmw_resource_mob_attached(res)) {
429		mutex_lock(&dev_priv->binding_mutex);
430		ret = vmw_dx_shader_unscrub(res);
431		mutex_unlock(&dev_priv->binding_mutex);
432	}
433
434	res->id = shader->id;
435	return ret;
436}
437
438/**
439 * vmw_dx_shader_bind - The DX shader bind callback
440 *
441 * @res: The DX shader resource
442 * @val_buf: Pointer to the validate buffer.
443 *
444 */
445static int vmw_dx_shader_bind(struct vmw_resource *res,
446			      struct ttm_validate_buffer *val_buf)
447{
448	struct vmw_private *dev_priv = res->dev_priv;
449	struct ttm_buffer_object *bo = val_buf->bo;
450
451	BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
452	mutex_lock(&dev_priv->binding_mutex);
453	vmw_dx_shader_unscrub(res);
454	mutex_unlock(&dev_priv->binding_mutex);
455
456	return 0;
457}
458
459/**
460 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
461 *
462 * @res: The shader resource
463 *
464 * This function unbinds a MOB from the DX shader without requiring the
465 * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
466 * However, once the driver eventually decides to unbind the MOB, it doesn't
467 * need to access the context.
468 */
469static int vmw_dx_shader_scrub(struct vmw_resource *res)
470{
471	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
472	struct vmw_private *dev_priv = res->dev_priv;
473	struct {
474		SVGA3dCmdHeader header;
475		SVGA3dCmdDXBindShader body;
476	} *cmd;
477
478	if (list_empty(&shader->cotable_head))
479		return 0;
480
481	WARN_ON_ONCE(!shader->committed);
482	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
483	if (unlikely(cmd == NULL))
484		return -ENOMEM;
485
486	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
487	cmd->header.size = sizeof(cmd->body);
488	cmd->body.cid = shader->ctx->id;
489	cmd->body.shid = res->id;
490	cmd->body.mobid = SVGA3D_INVALID_ID;
491	cmd->body.offsetInBytes = 0;
492	vmw_cmd_commit(dev_priv, sizeof(*cmd));
493	res->id = -1;
494	list_del_init(&shader->cotable_head);
495
496	return 0;
497}
498
499/**
500 * vmw_dx_shader_unbind - The dx shader unbind callback.
501 *
502 * @res: The shader resource
503 * @readback: Whether this is a readback unbind. Currently unused.
504 * @val_buf: MOB buffer information.
505 */
506static int vmw_dx_shader_unbind(struct vmw_resource *res,
507				bool readback,
508				struct ttm_validate_buffer *val_buf)
509{
510	struct vmw_private *dev_priv = res->dev_priv;
511	struct vmw_fence_obj *fence;
512	int ret;
513
514	BUG_ON(res->guest_memory_bo->tbo.resource->mem_type != VMW_PL_MOB);
515
516	mutex_lock(&dev_priv->binding_mutex);
517	ret = vmw_dx_shader_scrub(res);
518	mutex_unlock(&dev_priv->binding_mutex);
519
520	if (ret)
521		return ret;
522
523	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
524					  &fence, NULL);
525	vmw_bo_fence_single(val_buf->bo, fence);
526
527	if (likely(fence != NULL))
528		vmw_fence_obj_unreference(&fence);
529
530	return 0;
531}
532
533/**
534 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
535 * DX shaders.
536 *
537 * @dev_priv: Pointer to device private structure.
538 * @list: The list of cotable resources.
539 * @readback: Whether the call was part of a readback unbind.
540 *
541 * Scrubs all shader MOBs so that any subsequent shader unbind or shader
542 * destroy operation won't need to swap in the context.
543 */
544void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
545				      struct list_head *list,
546				      bool readback)
547{
548	struct vmw_dx_shader *entry, *next;
549
550	lockdep_assert_held_once(&dev_priv->binding_mutex);
551
552	list_for_each_entry_safe(entry, next, list, cotable_head) {
553		WARN_ON(vmw_dx_shader_scrub(&entry->res));
554		if (!readback)
555			entry->committed = false;
556	}
557}
558
559/**
560 * vmw_dx_shader_res_free - The DX shader free callback
561 *
562 * @res: The shader resource
563 *
564 * Frees the DX shader resource.
565 */
566static void vmw_dx_shader_res_free(struct vmw_resource *res)
567{
568	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
569
570	vmw_resource_unreference(&shader->cotable);
571	kfree(shader);
572}
573
574/**
575 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
576 * resource.
577 *
578 * @man: The command buffer resource manager.
579 * @ctx: Pointer to the context resource.
580 * @user_key: The id used for this shader.
581 * @shader_type: The shader type.
582 * @list: The list of staged command buffer managed resources.
583 */
584int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
585		      struct vmw_resource *ctx,
586		      u32 user_key,
587		      SVGA3dShaderType shader_type,
588		      struct list_head *list)
589{
590	struct vmw_dx_shader *shader;
591	struct vmw_resource *res;
592	struct vmw_private *dev_priv = ctx->dev_priv;
593	int ret;
594
595	if (!vmw_shader_id_ok(user_key, shader_type))
596		return -EINVAL;
597
598	shader = kmalloc(sizeof(*shader), GFP_KERNEL);
599	if (!shader) {
600		return -ENOMEM;
601	}
602
603	res = &shader->res;
604	shader->ctx = ctx;
605	shader->cotable = vmw_resource_reference
606		(vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
607	shader->id = user_key;
608	shader->committed = false;
609	INIT_LIST_HEAD(&shader->cotable_head);
610	ret = vmw_resource_init(dev_priv, res, true,
611				vmw_dx_shader_res_free, &vmw_dx_shader_func);
612	if (ret)
613		goto out_resource_init;
614
615	/*
616	 * The user_key name-space is not per shader type for DX shaders,
617	 * so when hashing, use a single zero shader type.
618	 */
619	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
620				 vmw_shader_key(user_key, 0),
621				 res, list);
622	if (ret)
623		goto out_resource_init;
624
625	res->id = shader->id;
626	res->hw_destroy = vmw_hw_shader_destroy;
627
628out_resource_init:
629	vmw_resource_unreference(&res);
630
631	return ret;
632}
633
634
635
636/*
637 * User-space shader management:
638 */
639
640static struct vmw_resource *
641vmw_user_shader_base_to_res(struct ttm_base_object *base)
642{
643	return &(container_of(base, struct vmw_user_shader, base)->
644		 shader.res);
645}
646
647static void vmw_user_shader_free(struct vmw_resource *res)
648{
649	struct vmw_user_shader *ushader =
650		container_of(res, struct vmw_user_shader, shader.res);
651
652	ttm_base_object_kfree(ushader, base);
653}
654
655static void vmw_shader_free(struct vmw_resource *res)
656{
657	struct vmw_shader *shader = vmw_res_to_shader(res);
658
659	kfree(shader);
660}
661
662/*
663 * This function is called when user space has no more references on the
664 * base object. It releases the base-object's reference on the resource object.
665 */
666
667static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
668{
669	struct ttm_base_object *base = *p_base;
670	struct vmw_resource *res = vmw_user_shader_base_to_res(base);
671
672	*p_base = NULL;
673	vmw_resource_unreference(&res);
674}
675
676int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
677			      struct drm_file *file_priv)
678{
679	struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
680	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
681
682	return ttm_ref_object_base_unref(tfile, arg->handle);
683}
684
685static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
686				 struct vmw_bo *buffer,
687				 size_t shader_size,
688				 size_t offset,
689				 SVGA3dShaderType shader_type,
690				 uint8_t num_input_sig,
691				 uint8_t num_output_sig,
692				 struct ttm_object_file *tfile,
693				 u32 *handle)
694{
695	struct vmw_user_shader *ushader;
696	struct vmw_resource *res, *tmp;
697	int ret;
698
699	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
700	if (unlikely(!ushader)) {
701		ret = -ENOMEM;
702		goto out;
703	}
704
705	res = &ushader->shader.res;
706	ushader->base.shareable = false;
707	ushader->base.tfile = NULL;
708
709	/*
710	 * From here on, the destructor takes over resource freeing.
711	 */
712
713	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
714				 offset, shader_type, num_input_sig,
715				 num_output_sig, buffer,
716				 vmw_user_shader_free);
717	if (unlikely(ret != 0))
718		goto out;
719
720	tmp = vmw_resource_reference(res);
721	ret = ttm_base_object_init(tfile, &ushader->base, false,
722				   VMW_RES_SHADER,
723				   &vmw_user_shader_base_release);
724
725	if (unlikely(ret != 0)) {
726		vmw_resource_unreference(&tmp);
727		goto out_err;
728	}
729
730	if (handle)
731		*handle = ushader->base.handle;
732out_err:
733	vmw_resource_unreference(&res);
734out:
735	return ret;
736}
737
738
739static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
740					     struct vmw_bo *buffer,
741					     size_t shader_size,
742					     size_t offset,
743					     SVGA3dShaderType shader_type)
744{
745	struct vmw_shader *shader;
746	struct vmw_resource *res;
747	int ret;
748
749	shader = kzalloc(sizeof(*shader), GFP_KERNEL);
750	if (unlikely(!shader)) {
751		ret = -ENOMEM;
752		goto out_err;
753	}
754
755	res = &shader->res;
756
757	/*
758	 * From here on, the destructor takes over resource freeing.
759	 */
760	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
761				 offset, shader_type, 0, 0, buffer,
762				 vmw_shader_free);
763
764out_err:
765	return ret ? ERR_PTR(ret) : res;
766}
767
768
769static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
770			     enum drm_vmw_shader_type shader_type_drm,
771			     u32 buffer_handle, size_t size, size_t offset,
772			     uint8_t num_input_sig, uint8_t num_output_sig,
773			     uint32_t *shader_handle)
774{
775	struct vmw_private *dev_priv = vmw_priv(dev);
776	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
777	struct vmw_bo *buffer = NULL;
778	SVGA3dShaderType shader_type;
779	int ret;
780
781	if (buffer_handle != SVGA3D_INVALID_ID) {
782		ret = vmw_user_bo_lookup(file_priv, buffer_handle, &buffer);
783		if (unlikely(ret != 0)) {
784			VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
785			return ret;
786		}
787
788		if ((u64)buffer->tbo.base.size < (u64)size + (u64)offset) {
789			VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
790			ret = -EINVAL;
791			goto out_bad_arg;
792		}
793	}
794
795	switch (shader_type_drm) {
796	case drm_vmw_shader_type_vs:
797		shader_type = SVGA3D_SHADERTYPE_VS;
798		break;
799	case drm_vmw_shader_type_ps:
800		shader_type = SVGA3D_SHADERTYPE_PS;
801		break;
802	default:
803		VMW_DEBUG_USER("Illegal shader type.\n");
804		ret = -EINVAL;
805		goto out_bad_arg;
806	}
807
808	ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
809				    shader_type, num_input_sig,
810				    num_output_sig, tfile, shader_handle);
811out_bad_arg:
812	vmw_user_bo_unref(&buffer);
813	return ret;
814}
815
816/**
817 * vmw_shader_id_ok - Check whether a compat shader user key and
818 * shader type are within valid bounds.
819 *
820 * @user_key: User space id of the shader.
821 * @shader_type: Shader type.
822 *
823 * Returns true if valid false if not.
824 */
825static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
826{
827	return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
828}
829
830/**
831 * vmw_shader_key - Compute a hash key suitable for a compat shader.
832 *
833 * @user_key: User space id of the shader.
834 * @shader_type: Shader type.
835 *
836 * Returns a hash key suitable for a command buffer managed resource
837 * manager hash table.
838 */
839static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
840{
841	return user_key | (shader_type << 20);
842}
843
844/**
845 * vmw_shader_remove - Stage a compat shader for removal.
846 *
847 * @man: Pointer to the compat shader manager identifying the shader namespace.
848 * @user_key: The key that is used to identify the shader. The key is
849 * unique to the shader type.
850 * @shader_type: Shader type.
851 * @list: Caller's list of staged command buffer resource actions.
852 */
853int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
854		      u32 user_key, SVGA3dShaderType shader_type,
855		      struct list_head *list)
856{
857	struct vmw_resource *dummy;
858
859	if (!vmw_shader_id_ok(user_key, shader_type))
860		return -EINVAL;
861
862	return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
863				     vmw_shader_key(user_key, shader_type),
864				     list, &dummy);
865}
866
867/**
868 * vmw_compat_shader_add - Create a compat shader and stage it for addition
869 * as a command buffer managed resource.
870 *
871 * @dev_priv: Pointer to device private structure.
872 * @man: Pointer to the compat shader manager identifying the shader namespace.
873 * @user_key: The key that is used to identify the shader. The key is
874 * unique to the shader type.
875 * @bytecode: Pointer to the bytecode of the shader.
876 * @shader_type: Shader type.
877 * @size: Command size.
878 * @list: Caller's list of staged command buffer resource actions.
879 *
880 */
881int vmw_compat_shader_add(struct vmw_private *dev_priv,
882			  struct vmw_cmdbuf_res_manager *man,
883			  u32 user_key, const void *bytecode,
884			  SVGA3dShaderType shader_type,
885			  size_t size,
886			  struct list_head *list)
887{
888	struct ttm_operation_ctx ctx = { false, true };
889	struct vmw_bo *buf;
890	struct ttm_bo_kmap_obj map;
891	bool is_iomem;
892	int ret;
893	struct vmw_resource *res;
894	struct vmw_bo_params bo_params = {
895		.domain = VMW_BO_DOMAIN_SYS,
896		.busy_domain = VMW_BO_DOMAIN_SYS,
897		.bo_type = ttm_bo_type_device,
898		.size = size,
899		.pin = true,
900		.keep_resv = true,
901	};
902
903	if (!vmw_shader_id_ok(user_key, shader_type))
904		return -EINVAL;
905
906	ret = vmw_bo_create(dev_priv, &bo_params, &buf);
907	if (unlikely(ret != 0))
908		goto out;
909
910	/* Map and copy shader bytecode. */
911	ret = ttm_bo_kmap(&buf->tbo, 0, PFN_UP(size), &map);
912	if (unlikely(ret != 0)) {
913		ttm_bo_unreserve(&buf->tbo);
914		goto no_reserve;
915	}
916
917	memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
918	WARN_ON(is_iomem);
919
920	ttm_bo_kunmap(&map);
921	ret = ttm_bo_validate(&buf->tbo, &buf->placement, &ctx);
922	WARN_ON(ret != 0);
923	ttm_bo_unreserve(&buf->tbo);
924
925	res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
926	if (unlikely(ret != 0))
927		goto no_reserve;
928
929	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
930				 vmw_shader_key(user_key, shader_type),
931				 res, list);
932	vmw_resource_unreference(&res);
933no_reserve:
934	vmw_bo_unreference(&buf);
935out:
936	return ret;
937}
938
939/**
940 * vmw_shader_lookup - Look up a compat shader
941 *
942 * @man: Pointer to the command buffer managed resource manager identifying
943 * the shader namespace.
944 * @user_key: The user space id of the shader.
945 * @shader_type: The shader type.
946 *
947 * Returns a refcounted pointer to a struct vmw_resource if the shader was
948 * found. An error pointer otherwise.
949 */
950struct vmw_resource *
951vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
952		  u32 user_key,
953		  SVGA3dShaderType shader_type)
954{
955	if (!vmw_shader_id_ok(user_key, shader_type))
956		return ERR_PTR(-EINVAL);
957
958	return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
959				     vmw_shader_key(user_key, shader_type));
960}
961
962int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
963			     struct drm_file *file_priv)
964{
965	struct drm_vmw_shader_create_arg *arg =
966		(struct drm_vmw_shader_create_arg *)data;
967
968	return vmw_shader_define(dev, file_priv, arg->shader_type,
969				 arg->buffer_handle,
970				 arg->size, arg->offset,
971				 0, 0,
972				 &arg->shader_handle);
973}