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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}
v6.2
  1// SPDX-License-Identifier: GPL-2.0 OR MIT
  2/**************************************************************************
  3 *
  4 * Copyright 2009-2015 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_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 void vmw_user_shader_free(struct vmw_resource *res);
 57static struct vmw_resource *
 58vmw_user_shader_base_to_res(struct ttm_base_object *base);
 59
 60static int vmw_gb_shader_create(struct vmw_resource *res);
 61static int vmw_gb_shader_bind(struct vmw_resource *res,
 62			       struct ttm_validate_buffer *val_buf);
 63static int vmw_gb_shader_unbind(struct vmw_resource *res,
 64				 bool readback,
 65				 struct ttm_validate_buffer *val_buf);
 66static int vmw_gb_shader_destroy(struct vmw_resource *res);
 67
 68static int vmw_dx_shader_create(struct vmw_resource *res);
 69static int vmw_dx_shader_bind(struct vmw_resource *res,
 70			       struct ttm_validate_buffer *val_buf);
 71static int vmw_dx_shader_unbind(struct vmw_resource *res,
 72				 bool readback,
 73				 struct ttm_validate_buffer *val_buf);
 74static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
 75					enum vmw_cmdbuf_res_state state);
 76static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
 77static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
 
 78
 79static const struct vmw_user_resource_conv user_shader_conv = {
 80	.object_type = VMW_RES_SHADER,
 81	.base_obj_to_res = vmw_user_shader_base_to_res,
 82	.res_free = vmw_user_shader_free
 83};
 84
 85const struct vmw_user_resource_conv *user_shader_converter =
 86	&user_shader_conv;
 87
 88
 89static const struct vmw_res_func vmw_gb_shader_func = {
 90	.res_type = vmw_res_shader,
 91	.needs_backup = true,
 92	.may_evict = true,
 93	.prio = 3,
 94	.dirty_prio = 3,
 95	.type_name = "guest backed shaders",
 96	.backup_placement = &vmw_mob_placement,
 97	.create = vmw_gb_shader_create,
 98	.destroy = vmw_gb_shader_destroy,
 99	.bind = vmw_gb_shader_bind,
100	.unbind = vmw_gb_shader_unbind
101};
102
103static const struct vmw_res_func vmw_dx_shader_func = {
104	.res_type = vmw_res_shader,
105	.needs_backup = true,
106	.may_evict = true,
107	.prio = 3,
108	.dirty_prio = 3,
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_buffer_object *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_bo_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	res->hw_destroy = 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_CMD_RESERVE(dev_priv, sizeof(*cmd));
221	if (unlikely(cmd == NULL)) {
 
 
222		ret = -ENOMEM;
223		goto out_no_fifo;
224	}
225
226	cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
227	cmd->header.size = sizeof(cmd->body);
228	cmd->body.shid = res->id;
229	cmd->body.type = shader->type;
230	cmd->body.sizeInBytes = shader->size;
231	vmw_cmd_commit(dev_priv, sizeof(*cmd));
232	vmw_fifo_resource_inc(dev_priv);
233
234	return 0;
235
236out_no_fifo:
237	vmw_resource_release_id(res);
238out_no_id:
239	return ret;
240}
241
242static int vmw_gb_shader_bind(struct vmw_resource *res,
243			      struct ttm_validate_buffer *val_buf)
244{
245	struct vmw_private *dev_priv = res->dev_priv;
246	struct {
247		SVGA3dCmdHeader header;
248		SVGA3dCmdBindGBShader body;
249	} *cmd;
250	struct ttm_buffer_object *bo = val_buf->bo;
251
252	BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
253
254	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
255	if (unlikely(cmd == NULL))
 
 
256		return -ENOMEM;
 
257
258	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
259	cmd->header.size = sizeof(cmd->body);
260	cmd->body.shid = res->id;
261	cmd->body.mobid = bo->resource->start;
262	cmd->body.offsetInBytes = res->backup_offset;
263	res->backup_dirty = false;
264	vmw_cmd_commit(dev_priv, sizeof(*cmd));
265
266	return 0;
267}
268
269static int vmw_gb_shader_unbind(struct vmw_resource *res,
270				bool readback,
271				struct ttm_validate_buffer *val_buf)
272{
273	struct vmw_private *dev_priv = res->dev_priv;
274	struct {
275		SVGA3dCmdHeader header;
276		SVGA3dCmdBindGBShader body;
277	} *cmd;
278	struct vmw_fence_obj *fence;
279
280	BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB);
281
282	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
283	if (unlikely(cmd == NULL))
 
 
284		return -ENOMEM;
 
285
286	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
287	cmd->header.size = sizeof(cmd->body);
288	cmd->body.shid = res->id;
289	cmd->body.mobid = SVGA3D_INVALID_ID;
290	cmd->body.offsetInBytes = 0;
291	vmw_cmd_commit(dev_priv, sizeof(*cmd));
292
293	/*
294	 * Create a fence object and fence the backup buffer.
295	 */
296
297	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
298					  &fence, NULL);
299
300	vmw_bo_fence_single(val_buf->bo, fence);
301
302	if (likely(fence != NULL))
303		vmw_fence_obj_unreference(&fence);
304
305	return 0;
306}
307
308static int vmw_gb_shader_destroy(struct vmw_resource *res)
309{
310	struct vmw_private *dev_priv = res->dev_priv;
311	struct {
312		SVGA3dCmdHeader header;
313		SVGA3dCmdDestroyGBShader body;
314	} *cmd;
315
316	if (likely(res->id == -1))
317		return 0;
318
319	mutex_lock(&dev_priv->binding_mutex);
320	vmw_binding_res_list_scrub(&res->binding_head);
321
322	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
323	if (unlikely(cmd == NULL)) {
 
 
324		mutex_unlock(&dev_priv->binding_mutex);
325		return -ENOMEM;
326	}
327
328	cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
329	cmd->header.size = sizeof(cmd->body);
330	cmd->body.shid = res->id;
331	vmw_cmd_commit(dev_priv, sizeof(*cmd));
332	mutex_unlock(&dev_priv->binding_mutex);
333	vmw_resource_release_id(res);
334	vmw_fifo_resource_dec(dev_priv);
335
336	return 0;
337}
338
339/*
340 * DX shader code:
341 */
342
343/**
344 * vmw_dx_shader_commit_notify - Notify that a shader operation has been
345 * committed to hardware from a user-supplied command stream.
346 *
347 * @res: Pointer to the shader resource.
348 * @state: Indicating whether a creation or removal has been committed.
349 *
350 */
351static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
352					enum vmw_cmdbuf_res_state state)
353{
354	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
355	struct vmw_private *dev_priv = res->dev_priv;
356
357	if (state == VMW_CMDBUF_RES_ADD) {
358		mutex_lock(&dev_priv->binding_mutex);
359		vmw_cotable_add_resource(shader->cotable,
360					 &shader->cotable_head);
361		shader->committed = true;
362		res->id = shader->id;
363		mutex_unlock(&dev_priv->binding_mutex);
364	} else {
365		mutex_lock(&dev_priv->binding_mutex);
366		list_del_init(&shader->cotable_head);
367		shader->committed = false;
368		res->id = -1;
369		mutex_unlock(&dev_priv->binding_mutex);
370	}
371}
372
373/**
374 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
375 *
376 * @res: The shader resource
377 *
378 * This function reverts a scrub operation.
379 */
380static int vmw_dx_shader_unscrub(struct vmw_resource *res)
381{
382	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
383	struct vmw_private *dev_priv = res->dev_priv;
384	struct {
385		SVGA3dCmdHeader header;
386		SVGA3dCmdDXBindShader body;
387	} *cmd;
388
389	if (!list_empty(&shader->cotable_head) || !shader->committed)
390		return 0;
391
392	cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id);
393	if (unlikely(cmd == NULL))
 
 
 
394		return -ENOMEM;
 
395
396	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
397	cmd->header.size = sizeof(cmd->body);
398	cmd->body.cid = shader->ctx->id;
399	cmd->body.shid = shader->id;
400	cmd->body.mobid = res->backup->base.resource->start;
401	cmd->body.offsetInBytes = res->backup_offset;
402	vmw_cmd_commit(dev_priv, sizeof(*cmd));
403
404	vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
405
406	return 0;
407}
408
409/**
410 * vmw_dx_shader_create - The DX shader create callback
411 *
412 * @res: The DX shader resource
413 *
414 * The create callback is called as part of resource validation and
415 * makes sure that we unscrub the shader if it's previously been scrubbed.
416 */
417static int vmw_dx_shader_create(struct vmw_resource *res)
418{
419	struct vmw_private *dev_priv = res->dev_priv;
420	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
421	int ret = 0;
422
423	WARN_ON_ONCE(!shader->committed);
424
425	if (vmw_resource_mob_attached(res)) {
426		mutex_lock(&dev_priv->binding_mutex);
427		ret = vmw_dx_shader_unscrub(res);
428		mutex_unlock(&dev_priv->binding_mutex);
429	}
430
431	res->id = shader->id;
432	return ret;
433}
434
435/**
436 * vmw_dx_shader_bind - The DX shader bind callback
437 *
438 * @res: The DX shader resource
439 * @val_buf: Pointer to the validate buffer.
440 *
441 */
442static int vmw_dx_shader_bind(struct vmw_resource *res,
443			      struct ttm_validate_buffer *val_buf)
444{
445	struct vmw_private *dev_priv = res->dev_priv;
446	struct ttm_buffer_object *bo = val_buf->bo;
447
448	BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
449	mutex_lock(&dev_priv->binding_mutex);
450	vmw_dx_shader_unscrub(res);
451	mutex_unlock(&dev_priv->binding_mutex);
452
453	return 0;
454}
455
456/**
457 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
458 *
459 * @res: The shader resource
460 *
461 * This function unbinds a MOB from the DX shader without requiring the
462 * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
463 * However, once the driver eventually decides to unbind the MOB, it doesn't
464 * need to access the context.
465 */
466static int vmw_dx_shader_scrub(struct vmw_resource *res)
467{
468	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
469	struct vmw_private *dev_priv = res->dev_priv;
470	struct {
471		SVGA3dCmdHeader header;
472		SVGA3dCmdDXBindShader body;
473	} *cmd;
474
475	if (list_empty(&shader->cotable_head))
476		return 0;
477
478	WARN_ON_ONCE(!shader->committed);
479	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
480	if (unlikely(cmd == NULL))
 
 
481		return -ENOMEM;
 
482
483	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
484	cmd->header.size = sizeof(cmd->body);
485	cmd->body.cid = shader->ctx->id;
486	cmd->body.shid = res->id;
487	cmd->body.mobid = SVGA3D_INVALID_ID;
488	cmd->body.offsetInBytes = 0;
489	vmw_cmd_commit(dev_priv, sizeof(*cmd));
490	res->id = -1;
491	list_del_init(&shader->cotable_head);
492
493	return 0;
494}
495
496/**
497 * vmw_dx_shader_unbind - The dx shader unbind callback.
498 *
499 * @res: The shader resource
500 * @readback: Whether this is a readback unbind. Currently unused.
501 * @val_buf: MOB buffer information.
502 */
503static int vmw_dx_shader_unbind(struct vmw_resource *res,
504				bool readback,
505				struct ttm_validate_buffer *val_buf)
506{
507	struct vmw_private *dev_priv = res->dev_priv;
508	struct vmw_fence_obj *fence;
509	int ret;
510
511	BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB);
512
513	mutex_lock(&dev_priv->binding_mutex);
514	ret = vmw_dx_shader_scrub(res);
515	mutex_unlock(&dev_priv->binding_mutex);
516
517	if (ret)
518		return ret;
519
520	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
521					  &fence, NULL);
522	vmw_bo_fence_single(val_buf->bo, fence);
523
524	if (likely(fence != NULL))
525		vmw_fence_obj_unreference(&fence);
526
527	return 0;
528}
529
530/**
531 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
532 * DX shaders.
533 *
534 * @dev_priv: Pointer to device private structure.
535 * @list: The list of cotable resources.
536 * @readback: Whether the call was part of a readback unbind.
537 *
538 * Scrubs all shader MOBs so that any subsequent shader unbind or shader
539 * destroy operation won't need to swap in the context.
540 */
541void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
542				      struct list_head *list,
543				      bool readback)
544{
545	struct vmw_dx_shader *entry, *next;
546
547	lockdep_assert_held_once(&dev_priv->binding_mutex);
548
549	list_for_each_entry_safe(entry, next, list, cotable_head) {
550		WARN_ON(vmw_dx_shader_scrub(&entry->res));
551		if (!readback)
552			entry->committed = false;
553	}
554}
555
556/**
557 * vmw_dx_shader_res_free - The DX shader free callback
558 *
559 * @res: The shader resource
560 *
561 * Frees the DX shader resource.
562 */
563static void vmw_dx_shader_res_free(struct vmw_resource *res)
564{
 
565	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
566
567	vmw_resource_unreference(&shader->cotable);
568	kfree(shader);
 
569}
570
571/**
572 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
573 * resource.
574 *
575 * @man: The command buffer resource manager.
576 * @ctx: Pointer to the context resource.
577 * @user_key: The id used for this shader.
578 * @shader_type: The shader type.
579 * @list: The list of staged command buffer managed resources.
580 */
581int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
582		      struct vmw_resource *ctx,
583		      u32 user_key,
584		      SVGA3dShaderType shader_type,
585		      struct list_head *list)
586{
587	struct vmw_dx_shader *shader;
588	struct vmw_resource *res;
589	struct vmw_private *dev_priv = ctx->dev_priv;
590	int ret;
591
 
 
 
592	if (!vmw_shader_id_ok(user_key, shader_type))
593		return -EINVAL;
594
 
 
 
 
 
 
 
 
 
595	shader = kmalloc(sizeof(*shader), GFP_KERNEL);
596	if (!shader) {
 
597		return -ENOMEM;
598	}
599
600	res = &shader->res;
601	shader->ctx = ctx;
602	shader->cotable = vmw_resource_reference
603		(vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
604	shader->id = user_key;
605	shader->committed = false;
606	INIT_LIST_HEAD(&shader->cotable_head);
607	ret = vmw_resource_init(dev_priv, res, true,
608				vmw_dx_shader_res_free, &vmw_dx_shader_func);
609	if (ret)
610		goto out_resource_init;
611
612	/*
613	 * The user_key name-space is not per shader type for DX shaders,
614	 * so when hashing, use a single zero shader type.
615	 */
616	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
617				 vmw_shader_key(user_key, 0),
618				 res, list);
619	if (ret)
620		goto out_resource_init;
621
622	res->id = shader->id;
623	res->hw_destroy = vmw_hw_shader_destroy;
624
625out_resource_init:
626	vmw_resource_unreference(&res);
627
628	return ret;
629}
630
631
632
633/*
634 * User-space shader management:
635 */
636
637static struct vmw_resource *
638vmw_user_shader_base_to_res(struct ttm_base_object *base)
639{
640	return &(container_of(base, struct vmw_user_shader, base)->
641		 shader.res);
642}
643
644static void vmw_user_shader_free(struct vmw_resource *res)
645{
646	struct vmw_user_shader *ushader =
647		container_of(res, struct vmw_user_shader, shader.res);
 
648
649	ttm_base_object_kfree(ushader, base);
 
 
650}
651
652static void vmw_shader_free(struct vmw_resource *res)
653{
654	struct vmw_shader *shader = vmw_res_to_shader(res);
 
655
656	kfree(shader);
 
 
657}
658
659/*
660 * This function is called when user space has no more references on the
661 * base object. It releases the base-object's reference on the resource object.
662 */
663
664static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
665{
666	struct ttm_base_object *base = *p_base;
667	struct vmw_resource *res = vmw_user_shader_base_to_res(base);
668
669	*p_base = NULL;
670	vmw_resource_unreference(&res);
671}
672
673int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
674			      struct drm_file *file_priv)
675{
676	struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
677	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
678
679	return ttm_ref_object_base_unref(tfile, arg->handle);
 
680}
681
682static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
683				 struct vmw_buffer_object *buffer,
684				 size_t shader_size,
685				 size_t offset,
686				 SVGA3dShaderType shader_type,
687				 uint8_t num_input_sig,
688				 uint8_t num_output_sig,
689				 struct ttm_object_file *tfile,
690				 u32 *handle)
691{
692	struct vmw_user_shader *ushader;
693	struct vmw_resource *res, *tmp;
694	int ret;
695
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
696	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
697	if (unlikely(!ushader)) {
 
 
698		ret = -ENOMEM;
699		goto out;
700	}
701
702	res = &ushader->shader.res;
703	ushader->base.shareable = false;
704	ushader->base.tfile = NULL;
705
706	/*
707	 * From here on, the destructor takes over resource freeing.
708	 */
709
710	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
711				 offset, shader_type, num_input_sig,
712				 num_output_sig, buffer,
713				 vmw_user_shader_free);
714	if (unlikely(ret != 0))
715		goto out;
716
717	tmp = vmw_resource_reference(res);
718	ret = ttm_base_object_init(tfile, &ushader->base, false,
719				   VMW_RES_SHADER,
720				   &vmw_user_shader_base_release);
721
722	if (unlikely(ret != 0)) {
723		vmw_resource_unreference(&tmp);
724		goto out_err;
725	}
726
727	if (handle)
728		*handle = ushader->base.handle;
729out_err:
730	vmw_resource_unreference(&res);
731out:
732	return ret;
733}
734
735
736static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
737					     struct vmw_buffer_object *buffer,
738					     size_t shader_size,
739					     size_t offset,
740					     SVGA3dShaderType shader_type)
741{
742	struct vmw_shader *shader;
743	struct vmw_resource *res;
744	int ret;
745
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
746	shader = kzalloc(sizeof(*shader), GFP_KERNEL);
747	if (unlikely(!shader)) {
 
 
748		ret = -ENOMEM;
749		goto out_err;
750	}
751
752	res = &shader->res;
753
754	/*
755	 * From here on, the destructor takes over resource freeing.
756	 */
757	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
758				 offset, shader_type, 0, 0, buffer,
759				 vmw_shader_free);
760
761out_err:
762	return ret ? ERR_PTR(ret) : res;
763}
764
765
766static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
767			     enum drm_vmw_shader_type shader_type_drm,
768			     u32 buffer_handle, size_t size, size_t offset,
769			     uint8_t num_input_sig, uint8_t num_output_sig,
770			     uint32_t *shader_handle)
771{
772	struct vmw_private *dev_priv = vmw_priv(dev);
773	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
774	struct vmw_buffer_object *buffer = NULL;
775	SVGA3dShaderType shader_type;
776	int ret;
777
778	if (buffer_handle != SVGA3D_INVALID_ID) {
779		ret = vmw_user_bo_lookup(file_priv, buffer_handle, &buffer);
 
780		if (unlikely(ret != 0)) {
781			VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
 
782			return ret;
783		}
784
785		if ((u64)buffer->base.base.size < (u64)size + (u64)offset) {
786			VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
 
787			ret = -EINVAL;
788			goto out_bad_arg;
789		}
790	}
791
792	switch (shader_type_drm) {
793	case drm_vmw_shader_type_vs:
794		shader_type = SVGA3D_SHADERTYPE_VS;
795		break;
796	case drm_vmw_shader_type_ps:
797		shader_type = SVGA3D_SHADERTYPE_PS;
798		break;
799	default:
800		VMW_DEBUG_USER("Illegal shader type.\n");
801		ret = -EINVAL;
802		goto out_bad_arg;
803	}
804
 
 
 
 
805	ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
806				    shader_type, num_input_sig,
807				    num_output_sig, tfile, shader_handle);
 
 
808out_bad_arg:
809	vmw_bo_unreference(&buffer);
810	drm_gem_object_put(&buffer->base.base);
811	return ret;
812}
813
814/**
815 * vmw_shader_id_ok - Check whether a compat shader user key and
816 * shader type are within valid bounds.
817 *
818 * @user_key: User space id of the shader.
819 * @shader_type: Shader type.
820 *
821 * Returns true if valid false if not.
822 */
823static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
824{
825	return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
826}
827
828/**
829 * vmw_shader_key - Compute a hash key suitable for a compat shader.
830 *
831 * @user_key: User space id of the shader.
832 * @shader_type: Shader type.
833 *
834 * Returns a hash key suitable for a command buffer managed resource
835 * manager hash table.
836 */
837static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
838{
839	return user_key | (shader_type << 20);
840}
841
842/**
843 * vmw_shader_remove - Stage a compat shader for removal.
844 *
845 * @man: Pointer to the compat shader manager identifying the shader namespace.
846 * @user_key: The key that is used to identify the shader. The key is
847 * unique to the shader type.
848 * @shader_type: Shader type.
849 * @list: Caller's list of staged command buffer resource actions.
850 */
851int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
852		      u32 user_key, SVGA3dShaderType shader_type,
853		      struct list_head *list)
854{
855	struct vmw_resource *dummy;
856
857	if (!vmw_shader_id_ok(user_key, shader_type))
858		return -EINVAL;
859
860	return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
861				     vmw_shader_key(user_key, shader_type),
862				     list, &dummy);
863}
864
865/**
866 * vmw_compat_shader_add - Create a compat shader and stage it for addition
867 * as a command buffer managed resource.
868 *
869 * @dev_priv: Pointer to device private structure.
870 * @man: Pointer to the compat shader manager identifying the shader namespace.
871 * @user_key: The key that is used to identify the shader. The key is
872 * unique to the shader type.
873 * @bytecode: Pointer to the bytecode of the shader.
874 * @shader_type: Shader type.
875 * @size: Command size.
 
876 * @list: Caller's list of staged command buffer resource actions.
877 *
878 */
879int vmw_compat_shader_add(struct vmw_private *dev_priv,
880			  struct vmw_cmdbuf_res_manager *man,
881			  u32 user_key, const void *bytecode,
882			  SVGA3dShaderType shader_type,
883			  size_t size,
884			  struct list_head *list)
885{
886	struct ttm_operation_ctx ctx = { false, true };
887	struct vmw_buffer_object *buf;
888	struct ttm_bo_kmap_obj map;
889	bool is_iomem;
890	int ret;
891	struct vmw_resource *res;
892
893	if (!vmw_shader_id_ok(user_key, shader_type))
894		return -EINVAL;
895
896	ret = vmw_bo_create(dev_priv, size, &vmw_sys_placement,
897			    true, true, vmw_bo_bo_free, &buf);
 
 
 
 
 
898	if (unlikely(ret != 0))
899		goto out;
900
901	ret = ttm_bo_reserve(&buf->base, false, true, NULL);
902	if (unlikely(ret != 0))
903		goto no_reserve;
904
905	/* Map and copy shader bytecode. */
906	ret = ttm_bo_kmap(&buf->base, 0, PFN_UP(size), &map);
 
907	if (unlikely(ret != 0)) {
908		ttm_bo_unreserve(&buf->base);
909		goto no_reserve;
910	}
911
912	memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
913	WARN_ON(is_iomem);
914
915	ttm_bo_kunmap(&map);
916	ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
917	WARN_ON(ret != 0);
918	ttm_bo_unreserve(&buf->base);
919
920	res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
921	if (unlikely(ret != 0))
922		goto no_reserve;
923
924	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
925				 vmw_shader_key(user_key, shader_type),
926				 res, list);
927	vmw_resource_unreference(&res);
928no_reserve:
929	vmw_bo_unreference(&buf);
930out:
931	return ret;
932}
933
934/**
935 * vmw_shader_lookup - Look up a compat shader
936 *
937 * @man: Pointer to the command buffer managed resource manager identifying
938 * the shader namespace.
939 * @user_key: The user space id of the shader.
940 * @shader_type: The shader type.
941 *
942 * Returns a refcounted pointer to a struct vmw_resource if the shader was
943 * found. An error pointer otherwise.
944 */
945struct vmw_resource *
946vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
947		  u32 user_key,
948		  SVGA3dShaderType shader_type)
949{
950	if (!vmw_shader_id_ok(user_key, shader_type))
951		return ERR_PTR(-EINVAL);
952
953	return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
954				     vmw_shader_key(user_key, shader_type));
955}
956
957int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
958			     struct drm_file *file_priv)
959{
960	struct drm_vmw_shader_create_arg *arg =
961		(struct drm_vmw_shader_create_arg *)data;
962
963	return vmw_shader_define(dev, file_priv, arg->shader_type,
964				 arg->buffer_handle,
965				 arg->size, arg->offset,
966				 0, 0,
967				 &arg->shader_handle);
968}