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 <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 	.type_name = "guest backed shaders",
99 	.backup_placement = &vmw_mob_placement,
100 	.create = vmw_gb_shader_create,
101 	.destroy = vmw_gb_shader_destroy,
102 	.bind = vmw_gb_shader_bind,
103 	.unbind = vmw_gb_shader_unbind
104 };
105 
106 static const struct vmw_res_func vmw_dx_shader_func = {
107 	.res_type = vmw_res_shader,
108 	.needs_backup = true,
109 	.may_evict = false,
110 	.type_name = "dx shaders",
111 	.backup_placement = &vmw_mob_placement,
112 	.create = vmw_dx_shader_create,
113 	/*
114 	 * The destroy callback is only called with a committed resource on
115 	 * context destroy, in which case we destroy the cotable anyway,
116 	 * so there's no need to destroy DX shaders separately.
117 	 */
118 	.destroy = NULL,
119 	.bind = vmw_dx_shader_bind,
120 	.unbind = vmw_dx_shader_unbind,
121 	.commit_notify = vmw_dx_shader_commit_notify,
122 };
123 
124 /**
125  * Shader management:
126  */
127 
128 static inline struct vmw_shader *
129 vmw_res_to_shader(struct vmw_resource *res)
130 {
131 	return container_of(res, struct vmw_shader, res);
132 }
133 
134 /**
135  * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
136  * struct vmw_dx_shader
137  *
138  * @res: Pointer to the struct vmw_resource.
139  */
140 static inline struct vmw_dx_shader *
141 vmw_res_to_dx_shader(struct vmw_resource *res)
142 {
143 	return container_of(res, struct vmw_dx_shader, res);
144 }
145 
146 static void vmw_hw_shader_destroy(struct vmw_resource *res)
147 {
148 	if (likely(res->func->destroy))
149 		(void) res->func->destroy(res);
150 	else
151 		res->id = -1;
152 }
153 
154 
155 static int vmw_gb_shader_init(struct vmw_private *dev_priv,
156 			      struct vmw_resource *res,
157 			      uint32_t size,
158 			      uint64_t offset,
159 			      SVGA3dShaderType type,
160 			      uint8_t num_input_sig,
161 			      uint8_t num_output_sig,
162 			      struct vmw_dma_buffer *byte_code,
163 			      void (*res_free) (struct vmw_resource *res))
164 {
165 	struct vmw_shader *shader = vmw_res_to_shader(res);
166 	int ret;
167 
168 	ret = vmw_resource_init(dev_priv, res, true, res_free,
169 				&vmw_gb_shader_func);
170 
171 	if (unlikely(ret != 0)) {
172 		if (res_free)
173 			res_free(res);
174 		else
175 			kfree(res);
176 		return ret;
177 	}
178 
179 	res->backup_size = size;
180 	if (byte_code) {
181 		res->backup = vmw_dmabuf_reference(byte_code);
182 		res->backup_offset = offset;
183 	}
184 	shader->size = size;
185 	shader->type = type;
186 	shader->num_input_sig = num_input_sig;
187 	shader->num_output_sig = num_output_sig;
188 
189 	vmw_resource_activate(res, vmw_hw_shader_destroy);
190 	return 0;
191 }
192 
193 /*
194  * GB shader code:
195  */
196 
197 static int vmw_gb_shader_create(struct vmw_resource *res)
198 {
199 	struct vmw_private *dev_priv = res->dev_priv;
200 	struct vmw_shader *shader = vmw_res_to_shader(res);
201 	int ret;
202 	struct {
203 		SVGA3dCmdHeader header;
204 		SVGA3dCmdDefineGBShader body;
205 	} *cmd;
206 
207 	if (likely(res->id != -1))
208 		return 0;
209 
210 	ret = vmw_resource_alloc_id(res);
211 	if (unlikely(ret != 0)) {
212 		DRM_ERROR("Failed to allocate a shader id.\n");
213 		goto out_no_id;
214 	}
215 
216 	if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
217 		ret = -EBUSY;
218 		goto out_no_fifo;
219 	}
220 
221 	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
222 	if (unlikely(cmd == NULL)) {
223 		DRM_ERROR("Failed reserving FIFO space for shader "
224 			  "creation.\n");
225 		ret = -ENOMEM;
226 		goto out_no_fifo;
227 	}
228 
229 	cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
230 	cmd->header.size = sizeof(cmd->body);
231 	cmd->body.shid = res->id;
232 	cmd->body.type = shader->type;
233 	cmd->body.sizeInBytes = shader->size;
234 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
235 	vmw_fifo_resource_inc(dev_priv);
236 
237 	return 0;
238 
239 out_no_fifo:
240 	vmw_resource_release_id(res);
241 out_no_id:
242 	return ret;
243 }
244 
245 static int vmw_gb_shader_bind(struct vmw_resource *res,
246 			      struct ttm_validate_buffer *val_buf)
247 {
248 	struct vmw_private *dev_priv = res->dev_priv;
249 	struct {
250 		SVGA3dCmdHeader header;
251 		SVGA3dCmdBindGBShader body;
252 	} *cmd;
253 	struct ttm_buffer_object *bo = val_buf->bo;
254 
255 	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
256 
257 	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
258 	if (unlikely(cmd == NULL)) {
259 		DRM_ERROR("Failed reserving FIFO space for shader "
260 			  "binding.\n");
261 		return -ENOMEM;
262 	}
263 
264 	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
265 	cmd->header.size = sizeof(cmd->body);
266 	cmd->body.shid = res->id;
267 	cmd->body.mobid = bo->mem.start;
268 	cmd->body.offsetInBytes = res->backup_offset;
269 	res->backup_dirty = false;
270 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
271 
272 	return 0;
273 }
274 
275 static int vmw_gb_shader_unbind(struct vmw_resource *res,
276 				bool readback,
277 				struct ttm_validate_buffer *val_buf)
278 {
279 	struct vmw_private *dev_priv = res->dev_priv;
280 	struct {
281 		SVGA3dCmdHeader header;
282 		SVGA3dCmdBindGBShader body;
283 	} *cmd;
284 	struct vmw_fence_obj *fence;
285 
286 	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
287 
288 	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
289 	if (unlikely(cmd == NULL)) {
290 		DRM_ERROR("Failed reserving FIFO space for shader "
291 			  "unbinding.\n");
292 		return -ENOMEM;
293 	}
294 
295 	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
296 	cmd->header.size = sizeof(cmd->body);
297 	cmd->body.shid = res->id;
298 	cmd->body.mobid = SVGA3D_INVALID_ID;
299 	cmd->body.offsetInBytes = 0;
300 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
301 
302 	/*
303 	 * Create a fence object and fence the backup buffer.
304 	 */
305 
306 	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
307 					  &fence, NULL);
308 
309 	vmw_fence_single_bo(val_buf->bo, fence);
310 
311 	if (likely(fence != NULL))
312 		vmw_fence_obj_unreference(&fence);
313 
314 	return 0;
315 }
316 
317 static int vmw_gb_shader_destroy(struct vmw_resource *res)
318 {
319 	struct vmw_private *dev_priv = res->dev_priv;
320 	struct {
321 		SVGA3dCmdHeader header;
322 		SVGA3dCmdDestroyGBShader body;
323 	} *cmd;
324 
325 	if (likely(res->id == -1))
326 		return 0;
327 
328 	mutex_lock(&dev_priv->binding_mutex);
329 	vmw_binding_res_list_scrub(&res->binding_head);
330 
331 	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
332 	if (unlikely(cmd == NULL)) {
333 		DRM_ERROR("Failed reserving FIFO space for shader "
334 			  "destruction.\n");
335 		mutex_unlock(&dev_priv->binding_mutex);
336 		return -ENOMEM;
337 	}
338 
339 	cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
340 	cmd->header.size = sizeof(cmd->body);
341 	cmd->body.shid = res->id;
342 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
343 	mutex_unlock(&dev_priv->binding_mutex);
344 	vmw_resource_release_id(res);
345 	vmw_fifo_resource_dec(dev_priv);
346 
347 	return 0;
348 }
349 
350 /*
351  * DX shader code:
352  */
353 
354 /**
355  * vmw_dx_shader_commit_notify - Notify that a shader operation has been
356  * committed to hardware from a user-supplied command stream.
357  *
358  * @res: Pointer to the shader resource.
359  * @state: Indicating whether a creation or removal has been committed.
360  *
361  */
362 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
363 					enum vmw_cmdbuf_res_state state)
364 {
365 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
366 	struct vmw_private *dev_priv = res->dev_priv;
367 
368 	if (state == VMW_CMDBUF_RES_ADD) {
369 		mutex_lock(&dev_priv->binding_mutex);
370 		vmw_cotable_add_resource(shader->cotable,
371 					 &shader->cotable_head);
372 		shader->committed = true;
373 		res->id = shader->id;
374 		mutex_unlock(&dev_priv->binding_mutex);
375 	} else {
376 		mutex_lock(&dev_priv->binding_mutex);
377 		list_del_init(&shader->cotable_head);
378 		shader->committed = false;
379 		res->id = -1;
380 		mutex_unlock(&dev_priv->binding_mutex);
381 	}
382 }
383 
384 /**
385  * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
386  *
387  * @res: The shader resource
388  *
389  * This function reverts a scrub operation.
390  */
391 static int vmw_dx_shader_unscrub(struct vmw_resource *res)
392 {
393 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
394 	struct vmw_private *dev_priv = res->dev_priv;
395 	struct {
396 		SVGA3dCmdHeader header;
397 		SVGA3dCmdDXBindShader body;
398 	} *cmd;
399 
400 	if (!list_empty(&shader->cotable_head) || !shader->committed)
401 		return 0;
402 
403 	cmd = vmw_fifo_reserve_dx(dev_priv, sizeof(*cmd),
404 				  shader->ctx->id);
405 	if (unlikely(cmd == NULL)) {
406 		DRM_ERROR("Failed reserving FIFO space for shader "
407 			  "scrubbing.\n");
408 		return -ENOMEM;
409 	}
410 
411 	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
412 	cmd->header.size = sizeof(cmd->body);
413 	cmd->body.cid = shader->ctx->id;
414 	cmd->body.shid = shader->id;
415 	cmd->body.mobid = res->backup->base.mem.start;
416 	cmd->body.offsetInBytes = res->backup_offset;
417 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
418 
419 	vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
420 
421 	return 0;
422 }
423 
424 /**
425  * vmw_dx_shader_create - The DX shader create callback
426  *
427  * @res: The DX shader resource
428  *
429  * The create callback is called as part of resource validation and
430  * makes sure that we unscrub the shader if it's previously been scrubbed.
431  */
432 static int vmw_dx_shader_create(struct vmw_resource *res)
433 {
434 	struct vmw_private *dev_priv = res->dev_priv;
435 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
436 	int ret = 0;
437 
438 	WARN_ON_ONCE(!shader->committed);
439 
440 	if (!list_empty(&res->mob_head)) {
441 		mutex_lock(&dev_priv->binding_mutex);
442 		ret = vmw_dx_shader_unscrub(res);
443 		mutex_unlock(&dev_priv->binding_mutex);
444 	}
445 
446 	res->id = shader->id;
447 	return ret;
448 }
449 
450 /**
451  * vmw_dx_shader_bind - The DX shader bind callback
452  *
453  * @res: The DX shader resource
454  * @val_buf: Pointer to the validate buffer.
455  *
456  */
457 static int vmw_dx_shader_bind(struct vmw_resource *res,
458 			      struct ttm_validate_buffer *val_buf)
459 {
460 	struct vmw_private *dev_priv = res->dev_priv;
461 	struct ttm_buffer_object *bo = val_buf->bo;
462 
463 	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
464 	mutex_lock(&dev_priv->binding_mutex);
465 	vmw_dx_shader_unscrub(res);
466 	mutex_unlock(&dev_priv->binding_mutex);
467 
468 	return 0;
469 }
470 
471 /**
472  * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
473  *
474  * @res: The shader resource
475  *
476  * This function unbinds a MOB from the DX shader without requiring the
477  * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
478  * However, once the driver eventually decides to unbind the MOB, it doesn't
479  * need to access the context.
480  */
481 static int vmw_dx_shader_scrub(struct vmw_resource *res)
482 {
483 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
484 	struct vmw_private *dev_priv = res->dev_priv;
485 	struct {
486 		SVGA3dCmdHeader header;
487 		SVGA3dCmdDXBindShader body;
488 	} *cmd;
489 
490 	if (list_empty(&shader->cotable_head))
491 		return 0;
492 
493 	WARN_ON_ONCE(!shader->committed);
494 	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
495 	if (unlikely(cmd == NULL)) {
496 		DRM_ERROR("Failed reserving FIFO space for shader "
497 			  "scrubbing.\n");
498 		return -ENOMEM;
499 	}
500 
501 	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
502 	cmd->header.size = sizeof(cmd->body);
503 	cmd->body.cid = shader->ctx->id;
504 	cmd->body.shid = res->id;
505 	cmd->body.mobid = SVGA3D_INVALID_ID;
506 	cmd->body.offsetInBytes = 0;
507 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
508 	res->id = -1;
509 	list_del_init(&shader->cotable_head);
510 
511 	return 0;
512 }
513 
514 /**
515  * vmw_dx_shader_unbind - The dx shader unbind callback.
516  *
517  * @res: The shader resource
518  * @readback: Whether this is a readback unbind. Currently unused.
519  * @val_buf: MOB buffer information.
520  */
521 static int vmw_dx_shader_unbind(struct vmw_resource *res,
522 				bool readback,
523 				struct ttm_validate_buffer *val_buf)
524 {
525 	struct vmw_private *dev_priv = res->dev_priv;
526 	struct vmw_fence_obj *fence;
527 	int ret;
528 
529 	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
530 
531 	mutex_lock(&dev_priv->binding_mutex);
532 	ret = vmw_dx_shader_scrub(res);
533 	mutex_unlock(&dev_priv->binding_mutex);
534 
535 	if (ret)
536 		return ret;
537 
538 	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
539 					  &fence, NULL);
540 	vmw_fence_single_bo(val_buf->bo, fence);
541 
542 	if (likely(fence != NULL))
543 		vmw_fence_obj_unreference(&fence);
544 
545 	return 0;
546 }
547 
548 /**
549  * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
550  * DX shaders.
551  *
552  * @dev_priv: Pointer to device private structure.
553  * @list: The list of cotable resources.
554  * @readback: Whether the call was part of a readback unbind.
555  *
556  * Scrubs all shader MOBs so that any subsequent shader unbind or shader
557  * destroy operation won't need to swap in the context.
558  */
559 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
560 				      struct list_head *list,
561 				      bool readback)
562 {
563 	struct vmw_dx_shader *entry, *next;
564 
565 	WARN_ON_ONCE(!mutex_is_locked(&dev_priv->binding_mutex));
566 
567 	list_for_each_entry_safe(entry, next, list, cotable_head) {
568 		WARN_ON(vmw_dx_shader_scrub(&entry->res));
569 		if (!readback)
570 			entry->committed = false;
571 	}
572 }
573 
574 /**
575  * vmw_dx_shader_res_free - The DX shader free callback
576  *
577  * @res: The shader resource
578  *
579  * Frees the DX shader resource and updates memory accounting.
580  */
581 static void vmw_dx_shader_res_free(struct vmw_resource *res)
582 {
583 	struct vmw_private *dev_priv = res->dev_priv;
584 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
585 
586 	vmw_resource_unreference(&shader->cotable);
587 	kfree(shader);
588 	ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
589 }
590 
591 /**
592  * vmw_dx_shader_add - Add a shader resource as a command buffer managed
593  * resource.
594  *
595  * @man: The command buffer resource manager.
596  * @ctx: Pointer to the context resource.
597  * @user_key: The id used for this shader.
598  * @shader_type: The shader type.
599  * @list: The list of staged command buffer managed resources.
600  */
601 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
602 		      struct vmw_resource *ctx,
603 		      u32 user_key,
604 		      SVGA3dShaderType shader_type,
605 		      struct list_head *list)
606 {
607 	struct vmw_dx_shader *shader;
608 	struct vmw_resource *res;
609 	struct vmw_private *dev_priv = ctx->dev_priv;
610 	int ret;
611 
612 	if (!vmw_shader_dx_size)
613 		vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
614 
615 	if (!vmw_shader_id_ok(user_key, shader_type))
616 		return -EINVAL;
617 
618 	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
619 				   false, true);
620 	if (ret) {
621 		if (ret != -ERESTARTSYS)
622 			DRM_ERROR("Out of graphics memory for shader "
623 				  "creation.\n");
624 		return ret;
625 	}
626 
627 	shader = kmalloc(sizeof(*shader), GFP_KERNEL);
628 	if (!shader) {
629 		ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
630 		return -ENOMEM;
631 	}
632 
633 	res = &shader->res;
634 	shader->ctx = ctx;
635 	shader->cotable = vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER);
636 	shader->id = user_key;
637 	shader->committed = false;
638 	INIT_LIST_HEAD(&shader->cotable_head);
639 	ret = vmw_resource_init(dev_priv, res, true,
640 				vmw_dx_shader_res_free, &vmw_dx_shader_func);
641 	if (ret)
642 		goto out_resource_init;
643 
644 	/*
645 	 * The user_key name-space is not per shader type for DX shaders,
646 	 * so when hashing, use a single zero shader type.
647 	 */
648 	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
649 				 vmw_shader_key(user_key, 0),
650 				 res, list);
651 	if (ret)
652 		goto out_resource_init;
653 
654 	res->id = shader->id;
655 	vmw_resource_activate(res, vmw_hw_shader_destroy);
656 
657 out_resource_init:
658 	vmw_resource_unreference(&res);
659 
660 	return ret;
661 }
662 
663 
664 
665 /**
666  * User-space shader management:
667  */
668 
669 static struct vmw_resource *
670 vmw_user_shader_base_to_res(struct ttm_base_object *base)
671 {
672 	return &(container_of(base, struct vmw_user_shader, base)->
673 		 shader.res);
674 }
675 
676 static void vmw_user_shader_free(struct vmw_resource *res)
677 {
678 	struct vmw_user_shader *ushader =
679 		container_of(res, struct vmw_user_shader, shader.res);
680 	struct vmw_private *dev_priv = res->dev_priv;
681 
682 	ttm_base_object_kfree(ushader, base);
683 	ttm_mem_global_free(vmw_mem_glob(dev_priv),
684 			    vmw_user_shader_size);
685 }
686 
687 static void vmw_shader_free(struct vmw_resource *res)
688 {
689 	struct vmw_shader *shader = vmw_res_to_shader(res);
690 	struct vmw_private *dev_priv = res->dev_priv;
691 
692 	kfree(shader);
693 	ttm_mem_global_free(vmw_mem_glob(dev_priv),
694 			    vmw_shader_size);
695 }
696 
697 /**
698  * This function is called when user space has no more references on the
699  * base object. It releases the base-object's reference on the resource object.
700  */
701 
702 static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
703 {
704 	struct ttm_base_object *base = *p_base;
705 	struct vmw_resource *res = vmw_user_shader_base_to_res(base);
706 
707 	*p_base = NULL;
708 	vmw_resource_unreference(&res);
709 }
710 
711 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
712 			      struct drm_file *file_priv)
713 {
714 	struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
715 	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
716 
717 	return ttm_ref_object_base_unref(tfile, arg->handle,
718 					 TTM_REF_USAGE);
719 }
720 
721 static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
722 				 struct vmw_dma_buffer *buffer,
723 				 size_t shader_size,
724 				 size_t offset,
725 				 SVGA3dShaderType shader_type,
726 				 uint8_t num_input_sig,
727 				 uint8_t num_output_sig,
728 				 struct ttm_object_file *tfile,
729 				 u32 *handle)
730 {
731 	struct vmw_user_shader *ushader;
732 	struct vmw_resource *res, *tmp;
733 	int ret;
734 
735 	/*
736 	 * Approximate idr memory usage with 128 bytes. It will be limited
737 	 * by maximum number_of shaders anyway.
738 	 */
739 	if (unlikely(vmw_user_shader_size == 0))
740 		vmw_user_shader_size =
741 			ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
742 
743 	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
744 				   vmw_user_shader_size,
745 				   false, true);
746 	if (unlikely(ret != 0)) {
747 		if (ret != -ERESTARTSYS)
748 			DRM_ERROR("Out of graphics memory for shader "
749 				  "creation.\n");
750 		goto out;
751 	}
752 
753 	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
754 	if (unlikely(!ushader)) {
755 		ttm_mem_global_free(vmw_mem_glob(dev_priv),
756 				    vmw_user_shader_size);
757 		ret = -ENOMEM;
758 		goto out;
759 	}
760 
761 	res = &ushader->shader.res;
762 	ushader->base.shareable = false;
763 	ushader->base.tfile = NULL;
764 
765 	/*
766 	 * From here on, the destructor takes over resource freeing.
767 	 */
768 
769 	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
770 				 offset, shader_type, num_input_sig,
771 				 num_output_sig, buffer,
772 				 vmw_user_shader_free);
773 	if (unlikely(ret != 0))
774 		goto out;
775 
776 	tmp = vmw_resource_reference(res);
777 	ret = ttm_base_object_init(tfile, &ushader->base, false,
778 				   VMW_RES_SHADER,
779 				   &vmw_user_shader_base_release, NULL);
780 
781 	if (unlikely(ret != 0)) {
782 		vmw_resource_unreference(&tmp);
783 		goto out_err;
784 	}
785 
786 	if (handle)
787 		*handle = ushader->base.hash.key;
788 out_err:
789 	vmw_resource_unreference(&res);
790 out:
791 	return ret;
792 }
793 
794 
795 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
796 					     struct vmw_dma_buffer *buffer,
797 					     size_t shader_size,
798 					     size_t offset,
799 					     SVGA3dShaderType shader_type)
800 {
801 	struct vmw_shader *shader;
802 	struct vmw_resource *res;
803 	int ret;
804 
805 	/*
806 	 * Approximate idr memory usage with 128 bytes. It will be limited
807 	 * by maximum number_of shaders anyway.
808 	 */
809 	if (unlikely(vmw_shader_size == 0))
810 		vmw_shader_size =
811 			ttm_round_pot(sizeof(struct vmw_shader)) + 128;
812 
813 	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
814 				   vmw_shader_size,
815 				   false, true);
816 	if (unlikely(ret != 0)) {
817 		if (ret != -ERESTARTSYS)
818 			DRM_ERROR("Out of graphics memory for shader "
819 				  "creation.\n");
820 		goto out_err;
821 	}
822 
823 	shader = kzalloc(sizeof(*shader), GFP_KERNEL);
824 	if (unlikely(!shader)) {
825 		ttm_mem_global_free(vmw_mem_glob(dev_priv),
826 				    vmw_shader_size);
827 		ret = -ENOMEM;
828 		goto out_err;
829 	}
830 
831 	res = &shader->res;
832 
833 	/*
834 	 * From here on, the destructor takes over resource freeing.
835 	 */
836 	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
837 				 offset, shader_type, 0, 0, buffer,
838 				 vmw_shader_free);
839 
840 out_err:
841 	return ret ? ERR_PTR(ret) : res;
842 }
843 
844 
845 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
846 			     enum drm_vmw_shader_type shader_type_drm,
847 			     u32 buffer_handle, size_t size, size_t offset,
848 			     uint8_t num_input_sig, uint8_t num_output_sig,
849 			     uint32_t *shader_handle)
850 {
851 	struct vmw_private *dev_priv = vmw_priv(dev);
852 	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
853 	struct vmw_dma_buffer *buffer = NULL;
854 	SVGA3dShaderType shader_type;
855 	int ret;
856 
857 	if (buffer_handle != SVGA3D_INVALID_ID) {
858 		ret = vmw_user_dmabuf_lookup(tfile, buffer_handle,
859 					     &buffer, NULL);
860 		if (unlikely(ret != 0)) {
861 			DRM_ERROR("Could not find buffer for shader "
862 				  "creation.\n");
863 			return ret;
864 		}
865 
866 		if ((u64)buffer->base.num_pages * PAGE_SIZE <
867 		    (u64)size + (u64)offset) {
868 			DRM_ERROR("Illegal buffer- or shader size.\n");
869 			ret = -EINVAL;
870 			goto out_bad_arg;
871 		}
872 	}
873 
874 	switch (shader_type_drm) {
875 	case drm_vmw_shader_type_vs:
876 		shader_type = SVGA3D_SHADERTYPE_VS;
877 		break;
878 	case drm_vmw_shader_type_ps:
879 		shader_type = SVGA3D_SHADERTYPE_PS;
880 		break;
881 	default:
882 		DRM_ERROR("Illegal shader type.\n");
883 		ret = -EINVAL;
884 		goto out_bad_arg;
885 	}
886 
887 	ret = ttm_read_lock(&dev_priv->reservation_sem, true);
888 	if (unlikely(ret != 0))
889 		goto out_bad_arg;
890 
891 	ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
892 				    shader_type, num_input_sig,
893 				    num_output_sig, tfile, shader_handle);
894 
895 	ttm_read_unlock(&dev_priv->reservation_sem);
896 out_bad_arg:
897 	vmw_dmabuf_unreference(&buffer);
898 	return ret;
899 }
900 
901 /**
902  * vmw_shader_id_ok - Check whether a compat shader user key and
903  * shader type are within valid bounds.
904  *
905  * @user_key: User space id of the shader.
906  * @shader_type: Shader type.
907  *
908  * Returns true if valid false if not.
909  */
910 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
911 {
912 	return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
913 }
914 
915 /**
916  * vmw_shader_key - Compute a hash key suitable for a compat shader.
917  *
918  * @user_key: User space id of the shader.
919  * @shader_type: Shader type.
920  *
921  * Returns a hash key suitable for a command buffer managed resource
922  * manager hash table.
923  */
924 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
925 {
926 	return user_key | (shader_type << 20);
927 }
928 
929 /**
930  * vmw_shader_remove - Stage a compat shader for removal.
931  *
932  * @man: Pointer to the compat shader manager identifying the shader namespace.
933  * @user_key: The key that is used to identify the shader. The key is
934  * unique to the shader type.
935  * @shader_type: Shader type.
936  * @list: Caller's list of staged command buffer resource actions.
937  */
938 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
939 		      u32 user_key, SVGA3dShaderType shader_type,
940 		      struct list_head *list)
941 {
942 	struct vmw_resource *dummy;
943 
944 	if (!vmw_shader_id_ok(user_key, shader_type))
945 		return -EINVAL;
946 
947 	return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
948 				     vmw_shader_key(user_key, shader_type),
949 				     list, &dummy);
950 }
951 
952 /**
953  * vmw_compat_shader_add - Create a compat shader and stage it for addition
954  * as a command buffer managed resource.
955  *
956  * @man: Pointer to the compat shader manager identifying the shader namespace.
957  * @user_key: The key that is used to identify the shader. The key is
958  * unique to the shader type.
959  * @bytecode: Pointer to the bytecode of the shader.
960  * @shader_type: Shader type.
961  * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
962  * to be created with.
963  * @list: Caller's list of staged command buffer resource actions.
964  *
965  */
966 int vmw_compat_shader_add(struct vmw_private *dev_priv,
967 			  struct vmw_cmdbuf_res_manager *man,
968 			  u32 user_key, const void *bytecode,
969 			  SVGA3dShaderType shader_type,
970 			  size_t size,
971 			  struct list_head *list)
972 {
973 	struct vmw_dma_buffer *buf;
974 	struct ttm_bo_kmap_obj map;
975 	bool is_iomem;
976 	int ret;
977 	struct vmw_resource *res;
978 
979 	if (!vmw_shader_id_ok(user_key, shader_type))
980 		return -EINVAL;
981 
982 	/* Allocate and pin a DMA buffer */
983 	buf = kzalloc(sizeof(*buf), GFP_KERNEL);
984 	if (unlikely(!buf))
985 		return -ENOMEM;
986 
987 	ret = vmw_dmabuf_init(dev_priv, buf, size, &vmw_sys_ne_placement,
988 			      true, vmw_dmabuf_bo_free);
989 	if (unlikely(ret != 0))
990 		goto out;
991 
992 	ret = ttm_bo_reserve(&buf->base, false, true, NULL);
993 	if (unlikely(ret != 0))
994 		goto no_reserve;
995 
996 	/* Map and copy shader bytecode. */
997 	ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
998 			  &map);
999 	if (unlikely(ret != 0)) {
1000 		ttm_bo_unreserve(&buf->base);
1001 		goto no_reserve;
1002 	}
1003 
1004 	memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
1005 	WARN_ON(is_iomem);
1006 
1007 	ttm_bo_kunmap(&map);
1008 	ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, false, true);
1009 	WARN_ON(ret != 0);
1010 	ttm_bo_unreserve(&buf->base);
1011 
1012 	res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1013 	if (unlikely(ret != 0))
1014 		goto no_reserve;
1015 
1016 	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1017 				 vmw_shader_key(user_key, shader_type),
1018 				 res, list);
1019 	vmw_resource_unreference(&res);
1020 no_reserve:
1021 	vmw_dmabuf_unreference(&buf);
1022 out:
1023 	return ret;
1024 }
1025 
1026 /**
1027  * vmw_shader_lookup - Look up a compat shader
1028  *
1029  * @man: Pointer to the command buffer managed resource manager identifying
1030  * the shader namespace.
1031  * @user_key: The user space id of the shader.
1032  * @shader_type: The shader type.
1033  *
1034  * Returns a refcounted pointer to a struct vmw_resource if the shader was
1035  * found. An error pointer otherwise.
1036  */
1037 struct vmw_resource *
1038 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1039 		  u32 user_key,
1040 		  SVGA3dShaderType shader_type)
1041 {
1042 	if (!vmw_shader_id_ok(user_key, shader_type))
1043 		return ERR_PTR(-EINVAL);
1044 
1045 	return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1046 				     vmw_shader_key(user_key, shader_type));
1047 }
1048 
1049 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1050 			     struct drm_file *file_priv)
1051 {
1052 	struct drm_vmw_shader_create_arg *arg =
1053 		(struct drm_vmw_shader_create_arg *)data;
1054 
1055 	return vmw_shader_define(dev, file_priv, arg->shader_type,
1056 				 arg->buffer_handle,
1057 				 arg->size, arg->offset,
1058 				 0, 0,
1059 				 &arg->shader_handle);
1060 }
1061