linux/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
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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_CMD_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_cmd_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->resource->mem_type != VMW_PL_MOB);
 258
 259        cmd = VMW_CMD_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->resource->start;
 267        cmd->body.offsetInBytes = res->backup_offset;
 268        res->backup_dirty = false;
 269        vmw_cmd_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.resource->mem_type != VMW_PL_MOB);
 286
 287        cmd = VMW_CMD_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_cmd_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_CMD_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_cmd_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_CMD_CTX_RESERVE(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.resource->start;
 406        cmd->body.offsetInBytes = res->backup_offset;
 407        vmw_cmd_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->resource->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_CMD_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_cmd_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.resource->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.base.size < (u64)size + (u64)offset) {
 860                        VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
 861                        ret = -EINVAL;
 862                        goto out_bad_arg;
 863                }
 864        }
 865
 866        switch (shader_type_drm) {
 867        case drm_vmw_shader_type_vs:
 868                shader_type = SVGA3D_SHADERTYPE_VS;
 869                break;
 870        case drm_vmw_shader_type_ps:
 871                shader_type = SVGA3D_SHADERTYPE_PS;
 872                break;
 873        default:
 874                VMW_DEBUG_USER("Illegal shader type.\n");
 875                ret = -EINVAL;
 876                goto out_bad_arg;
 877        }
 878
 879        ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
 880                                    shader_type, num_input_sig,
 881                                    num_output_sig, tfile, shader_handle);
 882out_bad_arg:
 883        vmw_bo_unreference(&buffer);
 884        return ret;
 885}
 886
 887/**
 888 * vmw_shader_id_ok - Check whether a compat shader user key and
 889 * shader type are within valid bounds.
 890 *
 891 * @user_key: User space id of the shader.
 892 * @shader_type: Shader type.
 893 *
 894 * Returns true if valid false if not.
 895 */
 896static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
 897{
 898        return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
 899}
 900
 901/**
 902 * vmw_shader_key - Compute a hash key suitable for a compat shader.
 903 *
 904 * @user_key: User space id of the shader.
 905 * @shader_type: Shader type.
 906 *
 907 * Returns a hash key suitable for a command buffer managed resource
 908 * manager hash table.
 909 */
 910static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
 911{
 912        return user_key | (shader_type << 20);
 913}
 914
 915/**
 916 * vmw_shader_remove - Stage a compat shader for removal.
 917 *
 918 * @man: Pointer to the compat shader manager identifying the shader namespace.
 919 * @user_key: The key that is used to identify the shader. The key is
 920 * unique to the shader type.
 921 * @shader_type: Shader type.
 922 * @list: Caller's list of staged command buffer resource actions.
 923 */
 924int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
 925                      u32 user_key, SVGA3dShaderType shader_type,
 926                      struct list_head *list)
 927{
 928        struct vmw_resource *dummy;
 929
 930        if (!vmw_shader_id_ok(user_key, shader_type))
 931                return -EINVAL;
 932
 933        return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
 934                                     vmw_shader_key(user_key, shader_type),
 935                                     list, &dummy);
 936}
 937
 938/**
 939 * vmw_compat_shader_add - Create a compat shader and stage it for addition
 940 * as a command buffer managed resource.
 941 *
 942 * @dev_priv: Pointer to device private structure.
 943 * @man: Pointer to the compat shader manager identifying the shader namespace.
 944 * @user_key: The key that is used to identify the shader. The key is
 945 * unique to the shader type.
 946 * @bytecode: Pointer to the bytecode of the shader.
 947 * @shader_type: Shader type.
 948 * @size: Command size.
 949 * @list: Caller's list of staged command buffer resource actions.
 950 *
 951 */
 952int vmw_compat_shader_add(struct vmw_private *dev_priv,
 953                          struct vmw_cmdbuf_res_manager *man,
 954                          u32 user_key, const void *bytecode,
 955                          SVGA3dShaderType shader_type,
 956                          size_t size,
 957                          struct list_head *list)
 958{
 959        struct ttm_operation_ctx ctx = { false, true };
 960        struct vmw_buffer_object *buf;
 961        struct ttm_bo_kmap_obj map;
 962        bool is_iomem;
 963        int ret;
 964        struct vmw_resource *res;
 965
 966        if (!vmw_shader_id_ok(user_key, shader_type))
 967                return -EINVAL;
 968
 969        /* Allocate and pin a DMA buffer */
 970        buf = kzalloc(sizeof(*buf), GFP_KERNEL);
 971        if (unlikely(!buf))
 972                return -ENOMEM;
 973
 974        ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_placement,
 975                              true, true, vmw_bo_bo_free);
 976        if (unlikely(ret != 0))
 977                goto out;
 978
 979        ret = ttm_bo_reserve(&buf->base, false, true, NULL);
 980        if (unlikely(ret != 0))
 981                goto no_reserve;
 982
 983        /* Map and copy shader bytecode. */
 984        ret = ttm_bo_kmap(&buf->base, 0, PFN_UP(size), &map);
 985        if (unlikely(ret != 0)) {
 986                ttm_bo_unreserve(&buf->base);
 987                goto no_reserve;
 988        }
 989
 990        memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
 991        WARN_ON(is_iomem);
 992
 993        ttm_bo_kunmap(&map);
 994        ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
 995        WARN_ON(ret != 0);
 996        ttm_bo_unreserve(&buf->base);
 997
 998        res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
 999        if (unlikely(ret != 0))
1000                goto no_reserve;
1001
1002        ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1003                                 vmw_shader_key(user_key, shader_type),
1004                                 res, list);
1005        vmw_resource_unreference(&res);
1006no_reserve:
1007        vmw_bo_unreference(&buf);
1008out:
1009        return ret;
1010}
1011
1012/**
1013 * vmw_shader_lookup - Look up a compat shader
1014 *
1015 * @man: Pointer to the command buffer managed resource manager identifying
1016 * the shader namespace.
1017 * @user_key: The user space id of the shader.
1018 * @shader_type: The shader type.
1019 *
1020 * Returns a refcounted pointer to a struct vmw_resource if the shader was
1021 * found. An error pointer otherwise.
1022 */
1023struct vmw_resource *
1024vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1025                  u32 user_key,
1026                  SVGA3dShaderType shader_type)
1027{
1028        if (!vmw_shader_id_ok(user_key, shader_type))
1029                return ERR_PTR(-EINVAL);
1030
1031        return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1032                                     vmw_shader_key(user_key, shader_type));
1033}
1034
1035int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1036                             struct drm_file *file_priv)
1037{
1038        struct drm_vmw_shader_create_arg *arg =
1039                (struct drm_vmw_shader_create_arg *)data;
1040
1041        return vmw_shader_define(dev, file_priv, arg->shader_type,
1042                                 arg->buffer_handle,
1043                                 arg->size, arg->offset,
1044                                 0, 0,
1045                                 &arg->shader_handle);
1046}
1047