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