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v4.6
 
   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 "vmwgfx_drv.h"
  29#include "vmwgfx_resource_priv.h"
  30#include "vmwgfx_binding.h"
  31#include "ttm/ttm_placement.h"
  32
  33struct vmw_shader {
  34	struct vmw_resource res;
  35	SVGA3dShaderType type;
  36	uint32_t size;
  37	uint8_t num_input_sig;
  38	uint8_t num_output_sig;
  39};
  40
  41struct vmw_user_shader {
  42	struct ttm_base_object base;
  43	struct vmw_shader shader;
  44};
  45
  46struct vmw_dx_shader {
  47	struct vmw_resource res;
  48	struct vmw_resource *ctx;
  49	struct vmw_resource *cotable;
  50	u32 id;
  51	bool committed;
  52	struct list_head cotable_head;
  53};
  54
  55static uint64_t vmw_user_shader_size;
  56static uint64_t vmw_shader_size;
  57static size_t vmw_shader_dx_size;
  58
  59static void vmw_user_shader_free(struct vmw_resource *res);
  60static struct vmw_resource *
  61vmw_user_shader_base_to_res(struct ttm_base_object *base);
  62
  63static int vmw_gb_shader_create(struct vmw_resource *res);
  64static int vmw_gb_shader_bind(struct vmw_resource *res,
  65			       struct ttm_validate_buffer *val_buf);
  66static int vmw_gb_shader_unbind(struct vmw_resource *res,
  67				 bool readback,
  68				 struct ttm_validate_buffer *val_buf);
  69static int vmw_gb_shader_destroy(struct vmw_resource *res);
  70
  71static int vmw_dx_shader_create(struct vmw_resource *res);
  72static int vmw_dx_shader_bind(struct vmw_resource *res,
  73			       struct ttm_validate_buffer *val_buf);
  74static int vmw_dx_shader_unbind(struct vmw_resource *res,
  75				 bool readback,
  76				 struct ttm_validate_buffer *val_buf);
  77static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
  78					enum vmw_cmdbuf_res_state state);
  79static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
  80static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
  81static uint64_t vmw_user_shader_size;
  82
  83static const struct vmw_user_resource_conv user_shader_conv = {
  84	.object_type = VMW_RES_SHADER,
  85	.base_obj_to_res = vmw_user_shader_base_to_res,
  86	.res_free = vmw_user_shader_free
  87};
  88
  89const struct vmw_user_resource_conv *user_shader_converter =
  90	&user_shader_conv;
  91
  92
  93static const struct vmw_res_func vmw_gb_shader_func = {
  94	.res_type = vmw_res_shader,
  95	.needs_backup = true,
  96	.may_evict = true,
 
 
  97	.type_name = "guest backed shaders",
  98	.backup_placement = &vmw_mob_placement,
 
  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_backup = true,
 108	.may_evict = false,
 
 
 109	.type_name = "dx shaders",
 110	.backup_placement = &vmw_mob_placement,
 
 111	.create = vmw_dx_shader_create,
 112	/*
 113	 * The destroy callback is only called with a committed resource on
 114	 * context destroy, in which case we destroy the cotable anyway,
 115	 * so there's no need to destroy DX shaders separately.
 116	 */
 117	.destroy = NULL,
 118	.bind = vmw_dx_shader_bind,
 119	.unbind = vmw_dx_shader_unbind,
 120	.commit_notify = vmw_dx_shader_commit_notify,
 121};
 122
 123/**
 124 * Shader management:
 125 */
 126
 127static inline struct vmw_shader *
 128vmw_res_to_shader(struct vmw_resource *res)
 129{
 130	return container_of(res, struct vmw_shader, res);
 131}
 132
 133/**
 134 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
 135 * struct vmw_dx_shader
 136 *
 137 * @res: Pointer to the struct vmw_resource.
 138 */
 139static inline struct vmw_dx_shader *
 140vmw_res_to_dx_shader(struct vmw_resource *res)
 141{
 142	return container_of(res, struct vmw_dx_shader, res);
 143}
 144
 145static void vmw_hw_shader_destroy(struct vmw_resource *res)
 146{
 147	if (likely(res->func->destroy))
 148		(void) res->func->destroy(res);
 149	else
 150		res->id = -1;
 151}
 152
 153
 154static int vmw_gb_shader_init(struct vmw_private *dev_priv,
 155			      struct vmw_resource *res,
 156			      uint32_t size,
 157			      uint64_t offset,
 158			      SVGA3dShaderType type,
 159			      uint8_t num_input_sig,
 160			      uint8_t num_output_sig,
 161			      struct vmw_dma_buffer *byte_code,
 162			      void (*res_free) (struct vmw_resource *res))
 163{
 164	struct vmw_shader *shader = vmw_res_to_shader(res);
 165	int ret;
 166
 167	ret = vmw_resource_init(dev_priv, res, true, res_free,
 168				&vmw_gb_shader_func);
 169
 170	if (unlikely(ret != 0)) {
 171		if (res_free)
 172			res_free(res);
 173		else
 174			kfree(res);
 175		return ret;
 176	}
 177
 178	res->backup_size = size;
 179	if (byte_code) {
 180		res->backup = vmw_dmabuf_reference(byte_code);
 181		res->backup_offset = offset;
 182	}
 183	shader->size = size;
 184	shader->type = type;
 185	shader->num_input_sig = num_input_sig;
 186	shader->num_output_sig = num_output_sig;
 187
 188	vmw_resource_activate(res, vmw_hw_shader_destroy);
 189	return 0;
 190}
 191
 192/*
 193 * GB shader code:
 194 */
 195
 196static int vmw_gb_shader_create(struct vmw_resource *res)
 197{
 198	struct vmw_private *dev_priv = res->dev_priv;
 199	struct vmw_shader *shader = vmw_res_to_shader(res);
 200	int ret;
 201	struct {
 202		SVGA3dCmdHeader header;
 203		SVGA3dCmdDefineGBShader body;
 204	} *cmd;
 205
 206	if (likely(res->id != -1))
 207		return 0;
 208
 209	ret = vmw_resource_alloc_id(res);
 210	if (unlikely(ret != 0)) {
 211		DRM_ERROR("Failed to allocate a shader id.\n");
 212		goto out_no_id;
 213	}
 214
 215	if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
 216		ret = -EBUSY;
 217		goto out_no_fifo;
 218	}
 219
 220	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 221	if (unlikely(cmd == NULL)) {
 222		DRM_ERROR("Failed reserving FIFO space for shader "
 223			  "creation.\n");
 224		ret = -ENOMEM;
 225		goto out_no_fifo;
 226	}
 227
 228	cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
 229	cmd->header.size = sizeof(cmd->body);
 230	cmd->body.shid = res->id;
 231	cmd->body.type = shader->type;
 232	cmd->body.sizeInBytes = shader->size;
 233	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 234	vmw_fifo_resource_inc(dev_priv);
 235
 236	return 0;
 237
 238out_no_fifo:
 239	vmw_resource_release_id(res);
 240out_no_id:
 241	return ret;
 242}
 243
 244static int vmw_gb_shader_bind(struct vmw_resource *res,
 245			      struct ttm_validate_buffer *val_buf)
 246{
 247	struct vmw_private *dev_priv = res->dev_priv;
 248	struct {
 249		SVGA3dCmdHeader header;
 250		SVGA3dCmdBindGBShader body;
 251	} *cmd;
 252	struct ttm_buffer_object *bo = val_buf->bo;
 253
 254	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
 255
 256	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 257	if (unlikely(cmd == NULL)) {
 258		DRM_ERROR("Failed reserving FIFO space for shader "
 259			  "binding.\n");
 260		return -ENOMEM;
 261	}
 262
 263	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
 264	cmd->header.size = sizeof(cmd->body);
 265	cmd->body.shid = res->id;
 266	cmd->body.mobid = bo->mem.start;
 267	cmd->body.offsetInBytes = res->backup_offset;
 268	res->backup_dirty = false;
 269	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 270
 271	return 0;
 272}
 273
 274static int vmw_gb_shader_unbind(struct vmw_resource *res,
 275				bool readback,
 276				struct ttm_validate_buffer *val_buf)
 277{
 278	struct vmw_private *dev_priv = res->dev_priv;
 279	struct {
 280		SVGA3dCmdHeader header;
 281		SVGA3dCmdBindGBShader body;
 282	} *cmd;
 283	struct vmw_fence_obj *fence;
 284
 285	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
 286
 287	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 288	if (unlikely(cmd == NULL)) {
 289		DRM_ERROR("Failed reserving FIFO space for shader "
 290			  "unbinding.\n");
 291		return -ENOMEM;
 292	}
 293
 294	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
 295	cmd->header.size = sizeof(cmd->body);
 296	cmd->body.shid = res->id;
 297	cmd->body.mobid = SVGA3D_INVALID_ID;
 298	cmd->body.offsetInBytes = 0;
 299	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 300
 301	/*
 302	 * Create a fence object and fence the backup buffer.
 303	 */
 304
 305	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
 306					  &fence, NULL);
 307
 308	vmw_fence_single_bo(val_buf->bo, fence);
 309
 310	if (likely(fence != NULL))
 311		vmw_fence_obj_unreference(&fence);
 312
 313	return 0;
 314}
 315
 316static int vmw_gb_shader_destroy(struct vmw_resource *res)
 317{
 318	struct vmw_private *dev_priv = res->dev_priv;
 319	struct {
 320		SVGA3dCmdHeader header;
 321		SVGA3dCmdDestroyGBShader body;
 322	} *cmd;
 323
 324	if (likely(res->id == -1))
 325		return 0;
 326
 327	mutex_lock(&dev_priv->binding_mutex);
 328	vmw_binding_res_list_scrub(&res->binding_head);
 329
 330	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 331	if (unlikely(cmd == NULL)) {
 332		DRM_ERROR("Failed reserving FIFO space for shader "
 333			  "destruction.\n");
 334		mutex_unlock(&dev_priv->binding_mutex);
 335		return -ENOMEM;
 336	}
 337
 338	cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
 339	cmd->header.size = sizeof(cmd->body);
 340	cmd->body.shid = res->id;
 341	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 342	mutex_unlock(&dev_priv->binding_mutex);
 343	vmw_resource_release_id(res);
 344	vmw_fifo_resource_dec(dev_priv);
 345
 346	return 0;
 347}
 348
 349/*
 350 * DX shader code:
 351 */
 352
 353/**
 354 * vmw_dx_shader_commit_notify - Notify that a shader operation has been
 355 * committed to hardware from a user-supplied command stream.
 356 *
 357 * @res: Pointer to the shader resource.
 358 * @state: Indicating whether a creation or removal has been committed.
 359 *
 360 */
 361static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
 362					enum vmw_cmdbuf_res_state state)
 363{
 364	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 365	struct vmw_private *dev_priv = res->dev_priv;
 366
 367	if (state == VMW_CMDBUF_RES_ADD) {
 368		mutex_lock(&dev_priv->binding_mutex);
 369		vmw_cotable_add_resource(shader->cotable,
 370					 &shader->cotable_head);
 371		shader->committed = true;
 372		res->id = shader->id;
 373		mutex_unlock(&dev_priv->binding_mutex);
 374	} else {
 375		mutex_lock(&dev_priv->binding_mutex);
 376		list_del_init(&shader->cotable_head);
 377		shader->committed = false;
 378		res->id = -1;
 379		mutex_unlock(&dev_priv->binding_mutex);
 380	}
 381}
 382
 383/**
 384 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
 385 *
 386 * @res: The shader resource
 387 *
 388 * This function reverts a scrub operation.
 389 */
 390static int vmw_dx_shader_unscrub(struct vmw_resource *res)
 391{
 392	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 393	struct vmw_private *dev_priv = res->dev_priv;
 394	struct {
 395		SVGA3dCmdHeader header;
 396		SVGA3dCmdDXBindShader body;
 397	} *cmd;
 398
 399	if (!list_empty(&shader->cotable_head) || !shader->committed)
 400		return 0;
 401
 402	cmd = vmw_fifo_reserve_dx(dev_priv, sizeof(*cmd),
 403				  shader->ctx->id);
 404	if (unlikely(cmd == NULL)) {
 405		DRM_ERROR("Failed reserving FIFO space for shader "
 406			  "scrubbing.\n");
 407		return -ENOMEM;
 408	}
 409
 410	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
 411	cmd->header.size = sizeof(cmd->body);
 412	cmd->body.cid = shader->ctx->id;
 413	cmd->body.shid = shader->id;
 414	cmd->body.mobid = res->backup->base.mem.start;
 415	cmd->body.offsetInBytes = res->backup_offset;
 416	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 417
 418	vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
 419
 420	return 0;
 421}
 422
 423/**
 424 * vmw_dx_shader_create - The DX shader create callback
 425 *
 426 * @res: The DX shader resource
 427 *
 428 * The create callback is called as part of resource validation and
 429 * makes sure that we unscrub the shader if it's previously been scrubbed.
 430 */
 431static int vmw_dx_shader_create(struct vmw_resource *res)
 432{
 433	struct vmw_private *dev_priv = res->dev_priv;
 434	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 435	int ret = 0;
 436
 437	WARN_ON_ONCE(!shader->committed);
 438
 439	if (!list_empty(&res->mob_head)) {
 440		mutex_lock(&dev_priv->binding_mutex);
 441		ret = vmw_dx_shader_unscrub(res);
 442		mutex_unlock(&dev_priv->binding_mutex);
 443	}
 444
 445	res->id = shader->id;
 446	return ret;
 447}
 448
 449/**
 450 * vmw_dx_shader_bind - The DX shader bind callback
 451 *
 452 * @res: The DX shader resource
 453 * @val_buf: Pointer to the validate buffer.
 454 *
 455 */
 456static int vmw_dx_shader_bind(struct vmw_resource *res,
 457			      struct ttm_validate_buffer *val_buf)
 458{
 459	struct vmw_private *dev_priv = res->dev_priv;
 460	struct ttm_buffer_object *bo = val_buf->bo;
 461
 462	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
 463	mutex_lock(&dev_priv->binding_mutex);
 464	vmw_dx_shader_unscrub(res);
 465	mutex_unlock(&dev_priv->binding_mutex);
 466
 467	return 0;
 468}
 469
 470/**
 471 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
 472 *
 473 * @res: The shader resource
 474 *
 475 * This function unbinds a MOB from the DX shader without requiring the
 476 * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
 477 * However, once the driver eventually decides to unbind the MOB, it doesn't
 478 * need to access the context.
 479 */
 480static int vmw_dx_shader_scrub(struct vmw_resource *res)
 481{
 482	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 483	struct vmw_private *dev_priv = res->dev_priv;
 484	struct {
 485		SVGA3dCmdHeader header;
 486		SVGA3dCmdDXBindShader body;
 487	} *cmd;
 488
 489	if (list_empty(&shader->cotable_head))
 490		return 0;
 491
 492	WARN_ON_ONCE(!shader->committed);
 493	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 494	if (unlikely(cmd == NULL)) {
 495		DRM_ERROR("Failed reserving FIFO space for shader "
 496			  "scrubbing.\n");
 497		return -ENOMEM;
 498	}
 499
 500	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
 501	cmd->header.size = sizeof(cmd->body);
 502	cmd->body.cid = shader->ctx->id;
 503	cmd->body.shid = res->id;
 504	cmd->body.mobid = SVGA3D_INVALID_ID;
 505	cmd->body.offsetInBytes = 0;
 506	vmw_fifo_commit(dev_priv, sizeof(*cmd));
 507	res->id = -1;
 508	list_del_init(&shader->cotable_head);
 509
 510	return 0;
 511}
 512
 513/**
 514 * vmw_dx_shader_unbind - The dx shader unbind callback.
 515 *
 516 * @res: The shader resource
 517 * @readback: Whether this is a readback unbind. Currently unused.
 518 * @val_buf: MOB buffer information.
 519 */
 520static int vmw_dx_shader_unbind(struct vmw_resource *res,
 521				bool readback,
 522				struct ttm_validate_buffer *val_buf)
 523{
 524	struct vmw_private *dev_priv = res->dev_priv;
 525	struct vmw_fence_obj *fence;
 526	int ret;
 527
 528	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
 529
 530	mutex_lock(&dev_priv->binding_mutex);
 531	ret = vmw_dx_shader_scrub(res);
 532	mutex_unlock(&dev_priv->binding_mutex);
 533
 534	if (ret)
 535		return ret;
 536
 537	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
 538					  &fence, NULL);
 539	vmw_fence_single_bo(val_buf->bo, fence);
 540
 541	if (likely(fence != NULL))
 542		vmw_fence_obj_unreference(&fence);
 543
 544	return 0;
 545}
 546
 547/**
 548 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
 549 * DX shaders.
 550 *
 551 * @dev_priv: Pointer to device private structure.
 552 * @list: The list of cotable resources.
 553 * @readback: Whether the call was part of a readback unbind.
 554 *
 555 * Scrubs all shader MOBs so that any subsequent shader unbind or shader
 556 * destroy operation won't need to swap in the context.
 557 */
 558void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
 559				      struct list_head *list,
 560				      bool readback)
 561{
 562	struct vmw_dx_shader *entry, *next;
 563
 564	WARN_ON_ONCE(!mutex_is_locked(&dev_priv->binding_mutex));
 565
 566	list_for_each_entry_safe(entry, next, list, cotable_head) {
 567		WARN_ON(vmw_dx_shader_scrub(&entry->res));
 568		if (!readback)
 569			entry->committed = false;
 570	}
 571}
 572
 573/**
 574 * vmw_dx_shader_res_free - The DX shader free callback
 575 *
 576 * @res: The shader resource
 577 *
 578 * Frees the DX shader resource and updates memory accounting.
 579 */
 580static void vmw_dx_shader_res_free(struct vmw_resource *res)
 581{
 582	struct vmw_private *dev_priv = res->dev_priv;
 583	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
 584
 585	vmw_resource_unreference(&shader->cotable);
 586	kfree(shader);
 587	ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
 588}
 589
 590/**
 591 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
 592 * resource.
 593 *
 594 * @man: The command buffer resource manager.
 595 * @ctx: Pointer to the context resource.
 596 * @user_key: The id used for this shader.
 597 * @shader_type: The shader type.
 598 * @list: The list of staged command buffer managed resources.
 599 */
 600int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
 601		      struct vmw_resource *ctx,
 602		      u32 user_key,
 603		      SVGA3dShaderType shader_type,
 604		      struct list_head *list)
 605{
 606	struct vmw_dx_shader *shader;
 607	struct vmw_resource *res;
 608	struct vmw_private *dev_priv = ctx->dev_priv;
 609	int ret;
 610
 611	if (!vmw_shader_dx_size)
 612		vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
 613
 614	if (!vmw_shader_id_ok(user_key, shader_type))
 615		return -EINVAL;
 616
 617	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
 618				   false, true);
 619	if (ret) {
 620		if (ret != -ERESTARTSYS)
 621			DRM_ERROR("Out of graphics memory for shader "
 622				  "creation.\n");
 623		return ret;
 624	}
 625
 626	shader = kmalloc(sizeof(*shader), GFP_KERNEL);
 627	if (!shader) {
 628		ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
 629		return -ENOMEM;
 630	}
 631
 632	res = &shader->res;
 633	shader->ctx = ctx;
 634	shader->cotable = vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER);
 
 635	shader->id = user_key;
 636	shader->committed = false;
 637	INIT_LIST_HEAD(&shader->cotable_head);
 638	ret = vmw_resource_init(dev_priv, res, true,
 639				vmw_dx_shader_res_free, &vmw_dx_shader_func);
 640	if (ret)
 641		goto out_resource_init;
 642
 643	/*
 644	 * The user_key name-space is not per shader type for DX shaders,
 645	 * so when hashing, use a single zero shader type.
 646	 */
 647	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
 648				 vmw_shader_key(user_key, 0),
 649				 res, list);
 650	if (ret)
 651		goto out_resource_init;
 652
 653	res->id = shader->id;
 654	vmw_resource_activate(res, vmw_hw_shader_destroy);
 655
 656out_resource_init:
 657	vmw_resource_unreference(&res);
 658
 659	return ret;
 660}
 661
 662
 663
 664/**
 665 * User-space shader management:
 666 */
 667
 668static struct vmw_resource *
 669vmw_user_shader_base_to_res(struct ttm_base_object *base)
 670{
 671	return &(container_of(base, struct vmw_user_shader, base)->
 672		 shader.res);
 673}
 674
 675static void vmw_user_shader_free(struct vmw_resource *res)
 676{
 677	struct vmw_user_shader *ushader =
 678		container_of(res, struct vmw_user_shader, shader.res);
 679	struct vmw_private *dev_priv = res->dev_priv;
 680
 681	ttm_base_object_kfree(ushader, base);
 682	ttm_mem_global_free(vmw_mem_glob(dev_priv),
 683			    vmw_user_shader_size);
 684}
 685
 686static void vmw_shader_free(struct vmw_resource *res)
 687{
 688	struct vmw_shader *shader = vmw_res_to_shader(res);
 689	struct vmw_private *dev_priv = res->dev_priv;
 690
 691	kfree(shader);
 692	ttm_mem_global_free(vmw_mem_glob(dev_priv),
 693			    vmw_shader_size);
 694}
 695
 696/**
 697 * This function is called when user space has no more references on the
 698 * base object. It releases the base-object's reference on the resource object.
 699 */
 700
 701static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
 702{
 703	struct ttm_base_object *base = *p_base;
 704	struct vmw_resource *res = vmw_user_shader_base_to_res(base);
 705
 706	*p_base = NULL;
 707	vmw_resource_unreference(&res);
 708}
 709
 710int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
 711			      struct drm_file *file_priv)
 712{
 713	struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
 714	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
 715
 716	return ttm_ref_object_base_unref(tfile, arg->handle,
 717					 TTM_REF_USAGE);
 718}
 719
 720static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
 721				 struct vmw_dma_buffer *buffer,
 722				 size_t shader_size,
 723				 size_t offset,
 724				 SVGA3dShaderType shader_type,
 725				 uint8_t num_input_sig,
 726				 uint8_t num_output_sig,
 727				 struct ttm_object_file *tfile,
 728				 u32 *handle)
 729{
 730	struct vmw_user_shader *ushader;
 731	struct vmw_resource *res, *tmp;
 732	int ret;
 733
 734	/*
 735	 * Approximate idr memory usage with 128 bytes. It will be limited
 736	 * by maximum number_of shaders anyway.
 737	 */
 738	if (unlikely(vmw_user_shader_size == 0))
 739		vmw_user_shader_size =
 740			ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
 741
 742	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
 743				   vmw_user_shader_size,
 744				   false, true);
 745	if (unlikely(ret != 0)) {
 746		if (ret != -ERESTARTSYS)
 747			DRM_ERROR("Out of graphics memory for shader "
 748				  "creation.\n");
 749		goto out;
 750	}
 751
 752	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
 753	if (unlikely(ushader == NULL)) {
 754		ttm_mem_global_free(vmw_mem_glob(dev_priv),
 755				    vmw_user_shader_size);
 756		ret = -ENOMEM;
 757		goto out;
 758	}
 759
 760	res = &ushader->shader.res;
 761	ushader->base.shareable = false;
 762	ushader->base.tfile = NULL;
 763
 764	/*
 765	 * From here on, the destructor takes over resource freeing.
 766	 */
 767
 768	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
 769				 offset, shader_type, num_input_sig,
 770				 num_output_sig, buffer,
 771				 vmw_user_shader_free);
 772	if (unlikely(ret != 0))
 773		goto out;
 774
 775	tmp = vmw_resource_reference(res);
 776	ret = ttm_base_object_init(tfile, &ushader->base, false,
 777				   VMW_RES_SHADER,
 778				   &vmw_user_shader_base_release, NULL);
 779
 780	if (unlikely(ret != 0)) {
 781		vmw_resource_unreference(&tmp);
 782		goto out_err;
 783	}
 784
 785	if (handle)
 786		*handle = ushader->base.hash.key;
 787out_err:
 788	vmw_resource_unreference(&res);
 789out:
 790	return ret;
 791}
 792
 793
 794static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
 795					     struct vmw_dma_buffer *buffer,
 796					     size_t shader_size,
 797					     size_t offset,
 798					     SVGA3dShaderType shader_type)
 799{
 800	struct vmw_shader *shader;
 801	struct vmw_resource *res;
 802	int ret;
 803
 804	/*
 805	 * Approximate idr memory usage with 128 bytes. It will be limited
 806	 * by maximum number_of shaders anyway.
 807	 */
 808	if (unlikely(vmw_shader_size == 0))
 809		vmw_shader_size =
 810			ttm_round_pot(sizeof(struct vmw_shader)) + 128;
 811
 812	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
 813				   vmw_shader_size,
 814				   false, true);
 815	if (unlikely(ret != 0)) {
 816		if (ret != -ERESTARTSYS)
 817			DRM_ERROR("Out of graphics memory for shader "
 818				  "creation.\n");
 819		goto out_err;
 820	}
 821
 822	shader = kzalloc(sizeof(*shader), GFP_KERNEL);
 823	if (unlikely(shader == NULL)) {
 824		ttm_mem_global_free(vmw_mem_glob(dev_priv),
 825				    vmw_shader_size);
 826		ret = -ENOMEM;
 827		goto out_err;
 828	}
 829
 830	res = &shader->res;
 831
 832	/*
 833	 * From here on, the destructor takes over resource freeing.
 834	 */
 835	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
 836				 offset, shader_type, 0, 0, buffer,
 837				 vmw_shader_free);
 838
 839out_err:
 840	return ret ? ERR_PTR(ret) : res;
 841}
 842
 843
 844static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
 845			     enum drm_vmw_shader_type shader_type_drm,
 846			     u32 buffer_handle, size_t size, size_t offset,
 847			     uint8_t num_input_sig, uint8_t num_output_sig,
 848			     uint32_t *shader_handle)
 849{
 850	struct vmw_private *dev_priv = vmw_priv(dev);
 851	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
 852	struct vmw_dma_buffer *buffer = NULL;
 853	SVGA3dShaderType shader_type;
 854	int ret;
 855
 856	if (buffer_handle != SVGA3D_INVALID_ID) {
 857		ret = vmw_user_dmabuf_lookup(tfile, buffer_handle,
 858					     &buffer, NULL);
 859		if (unlikely(ret != 0)) {
 860			DRM_ERROR("Could not find buffer for shader "
 861				  "creation.\n");
 862			return ret;
 863		}
 864
 865		if ((u64)buffer->base.num_pages * PAGE_SIZE <
 866		    (u64)size + (u64)offset) {
 867			DRM_ERROR("Illegal buffer- or shader size.\n");
 868			ret = -EINVAL;
 869			goto out_bad_arg;
 870		}
 871	}
 872
 873	switch (shader_type_drm) {
 874	case drm_vmw_shader_type_vs:
 875		shader_type = SVGA3D_SHADERTYPE_VS;
 876		break;
 877	case drm_vmw_shader_type_ps:
 878		shader_type = SVGA3D_SHADERTYPE_PS;
 879		break;
 880	default:
 881		DRM_ERROR("Illegal shader type.\n");
 882		ret = -EINVAL;
 883		goto out_bad_arg;
 884	}
 885
 886	ret = ttm_read_lock(&dev_priv->reservation_sem, true);
 887	if (unlikely(ret != 0))
 888		goto out_bad_arg;
 889
 890	ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
 891				    shader_type, num_input_sig,
 892				    num_output_sig, tfile, shader_handle);
 893
 894	ttm_read_unlock(&dev_priv->reservation_sem);
 895out_bad_arg:
 896	vmw_dmabuf_unreference(&buffer);
 897	return ret;
 898}
 899
 900/**
 901 * vmw_shader_id_ok - Check whether a compat shader user key and
 902 * shader type are within valid bounds.
 903 *
 904 * @user_key: User space id of the shader.
 905 * @shader_type: Shader type.
 906 *
 907 * Returns true if valid false if not.
 908 */
 909static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
 910{
 911	return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
 912}
 913
 914/**
 915 * vmw_shader_key - Compute a hash key suitable for a compat shader.
 916 *
 917 * @user_key: User space id of the shader.
 918 * @shader_type: Shader type.
 919 *
 920 * Returns a hash key suitable for a command buffer managed resource
 921 * manager hash table.
 922 */
 923static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
 924{
 925	return user_key | (shader_type << 20);
 926}
 927
 928/**
 929 * vmw_shader_remove - Stage a compat shader for removal.
 930 *
 931 * @man: Pointer to the compat shader manager identifying the shader namespace.
 932 * @user_key: The key that is used to identify the shader. The key is
 933 * unique to the shader type.
 934 * @shader_type: Shader type.
 935 * @list: Caller's list of staged command buffer resource actions.
 936 */
 937int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
 938		      u32 user_key, SVGA3dShaderType shader_type,
 939		      struct list_head *list)
 940{
 941	struct vmw_resource *dummy;
 942
 943	if (!vmw_shader_id_ok(user_key, shader_type))
 944		return -EINVAL;
 945
 946	return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
 947				     vmw_shader_key(user_key, shader_type),
 948				     list, &dummy);
 949}
 950
 951/**
 952 * vmw_compat_shader_add - Create a compat shader and stage it for addition
 953 * as a command buffer managed resource.
 954 *
 
 955 * @man: Pointer to the compat shader manager identifying the shader namespace.
 956 * @user_key: The key that is used to identify the shader. The key is
 957 * unique to the shader type.
 958 * @bytecode: Pointer to the bytecode of the shader.
 959 * @shader_type: Shader type.
 960 * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
 961 * to be created with.
 962 * @list: Caller's list of staged command buffer resource actions.
 963 *
 964 */
 965int vmw_compat_shader_add(struct vmw_private *dev_priv,
 966			  struct vmw_cmdbuf_res_manager *man,
 967			  u32 user_key, const void *bytecode,
 968			  SVGA3dShaderType shader_type,
 969			  size_t size,
 970			  struct list_head *list)
 971{
 972	struct vmw_dma_buffer *buf;
 
 973	struct ttm_bo_kmap_obj map;
 974	bool is_iomem;
 975	int ret;
 976	struct vmw_resource *res;
 
 
 
 
 
 
 
 
 977
 978	if (!vmw_shader_id_ok(user_key, shader_type))
 979		return -EINVAL;
 980
 981	/* Allocate and pin a DMA buffer */
 982	buf = kzalloc(sizeof(*buf), GFP_KERNEL);
 983	if (unlikely(buf == NULL))
 984		return -ENOMEM;
 985
 986	ret = vmw_dmabuf_init(dev_priv, buf, size, &vmw_sys_ne_placement,
 987			      true, vmw_dmabuf_bo_free);
 988	if (unlikely(ret != 0))
 989		goto out;
 990
 991	ret = ttm_bo_reserve(&buf->base, false, true, false, NULL);
 992	if (unlikely(ret != 0))
 993		goto no_reserve;
 994
 995	/* Map and copy shader bytecode. */
 996	ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
 997			  &map);
 998	if (unlikely(ret != 0)) {
 999		ttm_bo_unreserve(&buf->base);
1000		goto no_reserve;
1001	}
1002
1003	memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
1004	WARN_ON(is_iomem);
1005
1006	ttm_bo_kunmap(&map);
1007	ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, false, true);
1008	WARN_ON(ret != 0);
1009	ttm_bo_unreserve(&buf->base);
1010
1011	res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1012	if (unlikely(ret != 0))
1013		goto no_reserve;
1014
1015	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1016				 vmw_shader_key(user_key, shader_type),
1017				 res, list);
1018	vmw_resource_unreference(&res);
1019no_reserve:
1020	vmw_dmabuf_unreference(&buf);
1021out:
1022	return ret;
1023}
1024
1025/**
1026 * vmw_shader_lookup - Look up a compat shader
1027 *
1028 * @man: Pointer to the command buffer managed resource manager identifying
1029 * the shader namespace.
1030 * @user_key: The user space id of the shader.
1031 * @shader_type: The shader type.
1032 *
1033 * Returns a refcounted pointer to a struct vmw_resource if the shader was
1034 * found. An error pointer otherwise.
1035 */
1036struct vmw_resource *
1037vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1038		  u32 user_key,
1039		  SVGA3dShaderType shader_type)
1040{
1041	if (!vmw_shader_id_ok(user_key, shader_type))
1042		return ERR_PTR(-EINVAL);
1043
1044	return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1045				     vmw_shader_key(user_key, shader_type));
1046}
1047
1048int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1049			     struct drm_file *file_priv)
1050{
1051	struct drm_vmw_shader_create_arg *arg =
1052		(struct drm_vmw_shader_create_arg *)data;
1053
1054	return vmw_shader_define(dev, file_priv, arg->shader_type,
1055				 arg->buffer_handle,
1056				 arg->size, arg->offset,
1057				 0, 0,
1058				 &arg->shader_handle);
1059}
v6.13.7
  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}