linux/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
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   1/**************************************************************************
   2 *
   3 * Copyright © 2009-2015 VMware, Inc., Palo Alto, CA., USA
   4 * All Rights Reserved.
   5 *
   6 * Permission is hereby granted, free of charge, to any person obtaining a
   7 * copy of this software and associated documentation files (the
   8 * "Software"), to deal in the Software without restriction, including
   9 * without limitation the rights to use, copy, modify, merge, publish,
  10 * distribute, sub license, and/or sell copies of the Software, and to
  11 * permit persons to whom the Software is furnished to do so, subject to
  12 * the following conditions:
  13 *
  14 * The above copyright notice and this permission notice (including the
  15 * next paragraph) shall be included in all copies or substantial portions
  16 * of the Software.
  17 *
  18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  20 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
  21 * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
  22 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
  23 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
  24 * USE OR OTHER DEALINGS IN THE SOFTWARE.
  25 *
  26 **************************************************************************/
  27
  28#include "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, 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}
1060