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 
34 struct 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 
42 struct vmw_user_shader {
43 	struct ttm_base_object base;
44 	struct vmw_shader shader;
45 };
46 
47 struct 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 
56 static uint64_t vmw_user_shader_size;
57 static uint64_t vmw_shader_size;
58 static size_t vmw_shader_dx_size;
59 
60 static void vmw_user_shader_free(struct vmw_resource *res);
61 static struct vmw_resource *
62 vmw_user_shader_base_to_res(struct ttm_base_object *base);
63 
64 static int vmw_gb_shader_create(struct vmw_resource *res);
65 static int vmw_gb_shader_bind(struct vmw_resource *res,
66 			       struct ttm_validate_buffer *val_buf);
67 static int vmw_gb_shader_unbind(struct vmw_resource *res,
68 				 bool readback,
69 				 struct ttm_validate_buffer *val_buf);
70 static int vmw_gb_shader_destroy(struct vmw_resource *res);
71 
72 static int vmw_dx_shader_create(struct vmw_resource *res);
73 static int vmw_dx_shader_bind(struct vmw_resource *res,
74 			       struct ttm_validate_buffer *val_buf);
75 static int vmw_dx_shader_unbind(struct vmw_resource *res,
76 				 bool readback,
77 				 struct ttm_validate_buffer *val_buf);
78 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
79 					enum vmw_cmdbuf_res_state state);
80 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
81 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
82 static uint64_t vmw_user_shader_size;
83 
84 static 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 
90 const struct vmw_user_resource_conv *user_shader_converter =
91 	&user_shader_conv;
92 
93 
94 static 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 
108 static 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 
132 static inline struct vmw_shader *
133 vmw_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  */
144 static inline struct vmw_dx_shader *
145 vmw_res_to_dx_shader(struct vmw_resource *res)
146 {
147 	return container_of(res, struct vmw_dx_shader, res);
148 }
149 
150 static 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 
159 static 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 
201 static 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 
241 out_no_fifo:
242 	vmw_resource_release_id(res);
243 out_no_id:
244 	return ret;
245 }
246 
247 static int vmw_gb_shader_bind(struct vmw_resource *res,
248 			      struct ttm_validate_buffer *val_buf)
249 {
250 	struct vmw_private *dev_priv = res->dev_priv;
251 	struct {
252 		SVGA3dCmdHeader header;
253 		SVGA3dCmdBindGBShader body;
254 	} *cmd;
255 	struct ttm_buffer_object *bo = val_buf->bo;
256 
257 	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
258 
259 	cmd = VMW_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->mem.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 
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_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 
313 static 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  */
356 static 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  */
385 static 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.mem.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  */
422 static 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  */
447 static int vmw_dx_shader_bind(struct vmw_resource *res,
448 			      struct ttm_validate_buffer *val_buf)
449 {
450 	struct vmw_private *dev_priv = res->dev_priv;
451 	struct ttm_buffer_object *bo = val_buf->bo;
452 
453 	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
454 	mutex_lock(&dev_priv->binding_mutex);
455 	vmw_dx_shader_unscrub(res);
456 	mutex_unlock(&dev_priv->binding_mutex);
457 
458 	return 0;
459 }
460 
461 /**
462  * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
463  *
464  * @res: The shader resource
465  *
466  * This function unbinds a MOB from the DX shader without requiring the
467  * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
468  * However, once the driver eventually decides to unbind the MOB, it doesn't
469  * need to access the context.
470  */
471 static 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  */
508 static int vmw_dx_shader_unbind(struct vmw_resource *res,
509 				bool readback,
510 				struct ttm_validate_buffer *val_buf)
511 {
512 	struct vmw_private *dev_priv = res->dev_priv;
513 	struct vmw_fence_obj *fence;
514 	int ret;
515 
516 	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
517 
518 	mutex_lock(&dev_priv->binding_mutex);
519 	ret = vmw_dx_shader_scrub(res);
520 	mutex_unlock(&dev_priv->binding_mutex);
521 
522 	if (ret)
523 		return ret;
524 
525 	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
526 					  &fence, NULL);
527 	vmw_bo_fence_single(val_buf->bo, fence);
528 
529 	if (likely(fence != NULL))
530 		vmw_fence_obj_unreference(&fence);
531 
532 	return 0;
533 }
534 
535 /**
536  * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
537  * DX shaders.
538  *
539  * @dev_priv: Pointer to device private structure.
540  * @list: The list of cotable resources.
541  * @readback: Whether the call was part of a readback unbind.
542  *
543  * Scrubs all shader MOBs so that any subsequent shader unbind or shader
544  * destroy operation won't need to swap in the context.
545  */
546 void 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  */
568 static 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  */
588 int 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 
649 out_resource_init:
650 	vmw_resource_unreference(&res);
651 
652 	return ret;
653 }
654 
655 
656 
657 /**
658  * User-space shader management:
659  */
660 
661 static struct vmw_resource *
662 vmw_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 
668 static 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 
679 static 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 
694 static 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 
703 int 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 
713 static 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;
781 out_err:
782 	vmw_resource_unreference(&res);
783 out:
784 	return ret;
785 }
786 
787 
788 static 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 
834 out_err:
835 	return ret ? ERR_PTR(ret) : res;
836 }
837 
838 
839 static 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 = ttm_read_lock(&dev_priv->reservation_sem, true);
880 	if (unlikely(ret != 0))
881 		goto out_bad_arg;
882 
883 	ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
884 				    shader_type, num_input_sig,
885 				    num_output_sig, tfile, shader_handle);
886 
887 	ttm_read_unlock(&dev_priv->reservation_sem);
888 out_bad_arg:
889 	vmw_bo_unreference(&buffer);
890 	return ret;
891 }
892 
893 /**
894  * vmw_shader_id_ok - Check whether a compat shader user key and
895  * shader type are within valid bounds.
896  *
897  * @user_key: User space id of the shader.
898  * @shader_type: Shader type.
899  *
900  * Returns true if valid false if not.
901  */
902 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
903 {
904 	return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
905 }
906 
907 /**
908  * vmw_shader_key - Compute a hash key suitable for a compat shader.
909  *
910  * @user_key: User space id of the shader.
911  * @shader_type: Shader type.
912  *
913  * Returns a hash key suitable for a command buffer managed resource
914  * manager hash table.
915  */
916 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
917 {
918 	return user_key | (shader_type << 20);
919 }
920 
921 /**
922  * vmw_shader_remove - Stage a compat shader for removal.
923  *
924  * @man: Pointer to the compat shader manager identifying the shader namespace.
925  * @user_key: The key that is used to identify the shader. The key is
926  * unique to the shader type.
927  * @shader_type: Shader type.
928  * @list: Caller's list of staged command buffer resource actions.
929  */
930 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
931 		      u32 user_key, SVGA3dShaderType shader_type,
932 		      struct list_head *list)
933 {
934 	struct vmw_resource *dummy;
935 
936 	if (!vmw_shader_id_ok(user_key, shader_type))
937 		return -EINVAL;
938 
939 	return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
940 				     vmw_shader_key(user_key, shader_type),
941 				     list, &dummy);
942 }
943 
944 /**
945  * vmw_compat_shader_add - Create a compat shader and stage it for addition
946  * as a command buffer managed resource.
947  *
948  * @man: Pointer to the compat shader manager identifying the shader namespace.
949  * @user_key: The key that is used to identify the shader. The key is
950  * unique to the shader type.
951  * @bytecode: Pointer to the bytecode of the shader.
952  * @shader_type: Shader type.
953  * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
954  * to be created with.
955  * @list: Caller's list of staged command buffer resource actions.
956  *
957  */
958 int vmw_compat_shader_add(struct vmw_private *dev_priv,
959 			  struct vmw_cmdbuf_res_manager *man,
960 			  u32 user_key, const void *bytecode,
961 			  SVGA3dShaderType shader_type,
962 			  size_t size,
963 			  struct list_head *list)
964 {
965 	struct ttm_operation_ctx ctx = { false, true };
966 	struct vmw_buffer_object *buf;
967 	struct ttm_bo_kmap_obj map;
968 	bool is_iomem;
969 	int ret;
970 	struct vmw_resource *res;
971 
972 	if (!vmw_shader_id_ok(user_key, shader_type))
973 		return -EINVAL;
974 
975 	/* Allocate and pin a DMA buffer */
976 	buf = kzalloc(sizeof(*buf), GFP_KERNEL);
977 	if (unlikely(!buf))
978 		return -ENOMEM;
979 
980 	ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_placement,
981 			      true, true, vmw_bo_bo_free);
982 	if (unlikely(ret != 0))
983 		goto out;
984 
985 	ret = ttm_bo_reserve(&buf->base, false, true, NULL);
986 	if (unlikely(ret != 0))
987 		goto no_reserve;
988 
989 	/* Map and copy shader bytecode. */
990 	ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
991 			  &map);
992 	if (unlikely(ret != 0)) {
993 		ttm_bo_unreserve(&buf->base);
994 		goto no_reserve;
995 	}
996 
997 	memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
998 	WARN_ON(is_iomem);
999 
1000 	ttm_bo_kunmap(&map);
1001 	ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
1002 	WARN_ON(ret != 0);
1003 	ttm_bo_unreserve(&buf->base);
1004 
1005 	res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1006 	if (unlikely(ret != 0))
1007 		goto no_reserve;
1008 
1009 	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1010 				 vmw_shader_key(user_key, shader_type),
1011 				 res, list);
1012 	vmw_resource_unreference(&res);
1013 no_reserve:
1014 	vmw_bo_unreference(&buf);
1015 out:
1016 	return ret;
1017 }
1018 
1019 /**
1020  * vmw_shader_lookup - Look up a compat shader
1021  *
1022  * @man: Pointer to the command buffer managed resource manager identifying
1023  * the shader namespace.
1024  * @user_key: The user space id of the shader.
1025  * @shader_type: The shader type.
1026  *
1027  * Returns a refcounted pointer to a struct vmw_resource if the shader was
1028  * found. An error pointer otherwise.
1029  */
1030 struct vmw_resource *
1031 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1032 		  u32 user_key,
1033 		  SVGA3dShaderType shader_type)
1034 {
1035 	if (!vmw_shader_id_ok(user_key, shader_type))
1036 		return ERR_PTR(-EINVAL);
1037 
1038 	return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1039 				     vmw_shader_key(user_key, shader_type));
1040 }
1041 
1042 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1043 			     struct drm_file *file_priv)
1044 {
1045 	struct drm_vmw_shader_create_arg *arg =
1046 		(struct drm_vmw_shader_create_arg *)data;
1047 
1048 	return vmw_shader_define(dev, file_priv, arg->shader_type,
1049 				 arg->buffer_handle,
1050 				 arg->size, arg->offset,
1051 				 0, 0,
1052 				 &arg->shader_handle);
1053 }
1054