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 
33 struct 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 
41 struct vmw_user_shader {
42 	struct ttm_base_object base;
43 	struct vmw_shader shader;
44 };
45 
46 struct 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 
55 static uint64_t vmw_user_shader_size;
56 static uint64_t vmw_shader_size;
57 static size_t vmw_shader_dx_size;
58 
59 static void vmw_user_shader_free(struct vmw_resource *res);
60 static struct vmw_resource *
61 vmw_user_shader_base_to_res(struct ttm_base_object *base);
62 
63 static int vmw_gb_shader_create(struct vmw_resource *res);
64 static int vmw_gb_shader_bind(struct vmw_resource *res,
65 			       struct ttm_validate_buffer *val_buf);
66 static int vmw_gb_shader_unbind(struct vmw_resource *res,
67 				 bool readback,
68 				 struct ttm_validate_buffer *val_buf);
69 static int vmw_gb_shader_destroy(struct vmw_resource *res);
70 
71 static int vmw_dx_shader_create(struct vmw_resource *res);
72 static int vmw_dx_shader_bind(struct vmw_resource *res,
73 			       struct ttm_validate_buffer *val_buf);
74 static int vmw_dx_shader_unbind(struct vmw_resource *res,
75 				 bool readback,
76 				 struct ttm_validate_buffer *val_buf);
77 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
78 					enum vmw_cmdbuf_res_state state);
79 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
80 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
81 static uint64_t vmw_user_shader_size;
82 
83 static 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 
89 const struct vmw_user_resource_conv *user_shader_converter =
90 	&user_shader_conv;
91 
92 
93 static 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 
105 static 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 
127 static inline struct vmw_shader *
128 vmw_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  */
139 static inline struct vmw_dx_shader *
140 vmw_res_to_dx_shader(struct vmw_resource *res)
141 {
142 	return container_of(res, struct vmw_dx_shader, res);
143 }
144 
145 static 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 
154 static 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 
196 static 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 
238 out_no_fifo:
239 	vmw_resource_release_id(res);
240 out_no_id:
241 	return ret;
242 }
243 
244 static 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 
274 static 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 
316 static 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  */
361 static 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  */
390 static 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  */
431 static 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  */
456 static 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  */
480 static 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  */
520 static 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  */
558 void 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  */
580 static 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  */
600 int 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 
656 out_resource_init:
657 	vmw_resource_unreference(&res);
658 
659 	return ret;
660 }
661 
662 
663 
664 /**
665  * User-space shader management:
666  */
667 
668 static struct vmw_resource *
669 vmw_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 
675 static 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 
686 static 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 
701 static 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 
710 int 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 
720 static 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;
787 out_err:
788 	vmw_resource_unreference(&res);
789 out:
790 	return ret;
791 }
792 
793 
794 static 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 
839 out_err:
840 	return ret ? ERR_PTR(ret) : res;
841 }
842 
843 
844 static 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);
895 out_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  */
909 static 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  */
923 static 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  */
937 int 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  */
965 int 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);
1019 no_reserve:
1020 	vmw_dmabuf_unreference(&buf);
1021 out:
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  */
1036 struct vmw_resource *
1037 vmw_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 
1048 int 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