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      1 /*	$NetBSD: vmwgfx_shader.c,v 1.3 2021/12/18 23:45:45 riastradh Exp $	*/
      2 
      3 // SPDX-License-Identifier: GPL-2.0 OR MIT
      4 /**************************************************************************
      5  *
      6  * Copyright 2009-2015 VMware, Inc., Palo Alto, CA., USA
      7  *
      8  * Permission is hereby granted, free of charge, to any person obtaining a
      9  * copy of this software and associated documentation files (the
     10  * "Software"), to deal in the Software without restriction, including
     11  * without limitation the rights to use, copy, modify, merge, publish,
     12  * distribute, sub license, and/or sell copies of the Software, and to
     13  * permit persons to whom the Software is furnished to do so, subject to
     14  * the following conditions:
     15  *
     16  * The above copyright notice and this permission notice (including the
     17  * next paragraph) shall be included in all copies or substantial portions
     18  * of the Software.
     19  *
     20  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     21  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     22  * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
     23  * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
     24  * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
     25  * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
     26  * USE OR OTHER DEALINGS IN THE SOFTWARE.
     27  *
     28  **************************************************************************/
     29 
     30 #include <sys/cdefs.h>
     31 __KERNEL_RCSID(0, "$NetBSD: vmwgfx_shader.c,v 1.3 2021/12/18 23:45:45 riastradh Exp $");
     32 
     33 #include <drm/ttm/ttm_placement.h>
     34 
     35 #include "vmwgfx_drv.h"
     36 #include "vmwgfx_resource_priv.h"
     37 #include "vmwgfx_binding.h"
     38 
     39 struct vmw_shader {
     40 	struct vmw_resource res;
     41 	SVGA3dShaderType type;
     42 	uint32_t size;
     43 	uint8_t num_input_sig;
     44 	uint8_t num_output_sig;
     45 };
     46 
     47 struct vmw_user_shader {
     48 	struct ttm_base_object base;
     49 	struct vmw_shader shader;
     50 };
     51 
     52 struct vmw_dx_shader {
     53 	struct vmw_resource res;
     54 	struct vmw_resource *ctx;
     55 	struct vmw_resource *cotable;
     56 	u32 id;
     57 	bool committed;
     58 	struct list_head cotable_head;
     59 };
     60 
     61 static uint64_t vmw_user_shader_size;
     62 static uint64_t vmw_shader_size;
     63 static size_t vmw_shader_dx_size;
     64 
     65 static void vmw_user_shader_free(struct vmw_resource *res);
     66 static struct vmw_resource *
     67 vmw_user_shader_base_to_res(struct ttm_base_object *base);
     68 
     69 static int vmw_gb_shader_create(struct vmw_resource *res);
     70 static int vmw_gb_shader_bind(struct vmw_resource *res,
     71 			       struct ttm_validate_buffer *val_buf);
     72 static int vmw_gb_shader_unbind(struct vmw_resource *res,
     73 				 bool readback,
     74 				 struct ttm_validate_buffer *val_buf);
     75 static int vmw_gb_shader_destroy(struct vmw_resource *res);
     76 
     77 static int vmw_dx_shader_create(struct vmw_resource *res);
     78 static int vmw_dx_shader_bind(struct vmw_resource *res,
     79 			       struct ttm_validate_buffer *val_buf);
     80 static int vmw_dx_shader_unbind(struct vmw_resource *res,
     81 				 bool readback,
     82 				 struct ttm_validate_buffer *val_buf);
     83 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
     84 					enum vmw_cmdbuf_res_state state);
     85 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
     86 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
     87 static uint64_t vmw_user_shader_size;
     88 
     89 static const struct vmw_user_resource_conv user_shader_conv = {
     90 	.object_type = VMW_RES_SHADER,
     91 	.base_obj_to_res = vmw_user_shader_base_to_res,
     92 	.res_free = vmw_user_shader_free
     93 };
     94 
     95 const struct vmw_user_resource_conv *user_shader_converter =
     96 	&user_shader_conv;
     97 
     98 
     99 static const struct vmw_res_func vmw_gb_shader_func = {
    100 	.res_type = vmw_res_shader,
    101 	.needs_backup = true,
    102 	.may_evict = true,
    103 	.prio = 3,
    104 	.dirty_prio = 3,
    105 	.type_name = "guest backed shaders",
    106 	.backup_placement = &vmw_mob_placement,
    107 	.create = vmw_gb_shader_create,
    108 	.destroy = vmw_gb_shader_destroy,
    109 	.bind = vmw_gb_shader_bind,
    110 	.unbind = vmw_gb_shader_unbind
    111 };
    112 
    113 static const struct vmw_res_func vmw_dx_shader_func = {
    114 	.res_type = vmw_res_shader,
    115 	.needs_backup = true,
    116 	.may_evict = true,
    117 	.prio = 3,
    118 	.dirty_prio = 3,
    119 	.type_name = "dx shaders",
    120 	.backup_placement = &vmw_mob_placement,
    121 	.create = vmw_dx_shader_create,
    122 	/*
    123 	 * The destroy callback is only called with a committed resource on
    124 	 * context destroy, in which case we destroy the cotable anyway,
    125 	 * so there's no need to destroy DX shaders separately.
    126 	 */
    127 	.destroy = NULL,
    128 	.bind = vmw_dx_shader_bind,
    129 	.unbind = vmw_dx_shader_unbind,
    130 	.commit_notify = vmw_dx_shader_commit_notify,
    131 };
    132 
    133 /**
    134  * Shader management:
    135  */
    136 
    137 static inline struct vmw_shader *
    138 vmw_res_to_shader(struct vmw_resource *res)
    139 {
    140 	return container_of(res, struct vmw_shader, res);
    141 }
    142 
    143 /**
    144  * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
    145  * struct vmw_dx_shader
    146  *
    147  * @res: Pointer to the struct vmw_resource.
    148  */
    149 static inline struct vmw_dx_shader *
    150 vmw_res_to_dx_shader(struct vmw_resource *res)
    151 {
    152 	return container_of(res, struct vmw_dx_shader, res);
    153 }
    154 
    155 static void vmw_hw_shader_destroy(struct vmw_resource *res)
    156 {
    157 	if (likely(res->func->destroy))
    158 		(void) res->func->destroy(res);
    159 	else
    160 		res->id = -1;
    161 }
    162 
    163 
    164 static int vmw_gb_shader_init(struct vmw_private *dev_priv,
    165 			      struct vmw_resource *res,
    166 			      uint32_t size,
    167 			      uint64_t offset,
    168 			      SVGA3dShaderType type,
    169 			      uint8_t num_input_sig,
    170 			      uint8_t num_output_sig,
    171 			      struct vmw_buffer_object *byte_code,
    172 			      void (*res_free) (struct vmw_resource *res))
    173 {
    174 	struct vmw_shader *shader = vmw_res_to_shader(res);
    175 	int ret;
    176 
    177 	ret = vmw_resource_init(dev_priv, res, true, res_free,
    178 				&vmw_gb_shader_func);
    179 
    180 	if (unlikely(ret != 0)) {
    181 		if (res_free)
    182 			res_free(res);
    183 		else
    184 			kfree(res);
    185 		return ret;
    186 	}
    187 
    188 	res->backup_size = size;
    189 	if (byte_code) {
    190 		res->backup = vmw_bo_reference(byte_code);
    191 		res->backup_offset = offset;
    192 	}
    193 	shader->size = size;
    194 	shader->type = type;
    195 	shader->num_input_sig = num_input_sig;
    196 	shader->num_output_sig = num_output_sig;
    197 
    198 	res->hw_destroy = vmw_hw_shader_destroy;
    199 	return 0;
    200 }
    201 
    202 /*
    203  * GB shader code:
    204  */
    205 
    206 static int vmw_gb_shader_create(struct vmw_resource *res)
    207 {
    208 	struct vmw_private *dev_priv = res->dev_priv;
    209 	struct vmw_shader *shader = vmw_res_to_shader(res);
    210 	int ret;
    211 	struct {
    212 		SVGA3dCmdHeader header;
    213 		SVGA3dCmdDefineGBShader body;
    214 	} *cmd;
    215 
    216 	if (likely(res->id != -1))
    217 		return 0;
    218 
    219 	ret = vmw_resource_alloc_id(res);
    220 	if (unlikely(ret != 0)) {
    221 		DRM_ERROR("Failed to allocate a shader id.\n");
    222 		goto out_no_id;
    223 	}
    224 
    225 	if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
    226 		ret = -EBUSY;
    227 		goto out_no_fifo;
    228 	}
    229 
    230 	cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
    231 	if (unlikely(cmd == NULL)) {
    232 		ret = -ENOMEM;
    233 		goto out_no_fifo;
    234 	}
    235 
    236 	cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
    237 	cmd->header.size = sizeof(cmd->body);
    238 	cmd->body.shid = res->id;
    239 	cmd->body.type = shader->type;
    240 	cmd->body.sizeInBytes = shader->size;
    241 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
    242 	vmw_fifo_resource_inc(dev_priv);
    243 
    244 	return 0;
    245 
    246 out_no_fifo:
    247 	vmw_resource_release_id(res);
    248 out_no_id:
    249 	return ret;
    250 }
    251 
    252 static int vmw_gb_shader_bind(struct vmw_resource *res,
    253 			      struct ttm_validate_buffer *val_buf)
    254 {
    255 	struct vmw_private *dev_priv = res->dev_priv;
    256 	struct {
    257 		SVGA3dCmdHeader header;
    258 		SVGA3dCmdBindGBShader body;
    259 	} *cmd;
    260 	struct ttm_buffer_object *bo = val_buf->bo;
    261 
    262 	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
    263 
    264 	cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
    265 	if (unlikely(cmd == NULL))
    266 		return -ENOMEM;
    267 
    268 	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
    269 	cmd->header.size = sizeof(cmd->body);
    270 	cmd->body.shid = res->id;
    271 	cmd->body.mobid = bo->mem.start;
    272 	cmd->body.offsetInBytes = res->backup_offset;
    273 	res->backup_dirty = false;
    274 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
    275 
    276 	return 0;
    277 }
    278 
    279 static int vmw_gb_shader_unbind(struct vmw_resource *res,
    280 				bool readback,
    281 				struct ttm_validate_buffer *val_buf)
    282 {
    283 	struct vmw_private *dev_priv = res->dev_priv;
    284 	struct {
    285 		SVGA3dCmdHeader header;
    286 		SVGA3dCmdBindGBShader body;
    287 	} *cmd;
    288 	struct vmw_fence_obj *fence;
    289 
    290 	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
    291 
    292 	cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
    293 	if (unlikely(cmd == NULL))
    294 		return -ENOMEM;
    295 
    296 	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
    297 	cmd->header.size = sizeof(cmd->body);
    298 	cmd->body.shid = res->id;
    299 	cmd->body.mobid = SVGA3D_INVALID_ID;
    300 	cmd->body.offsetInBytes = 0;
    301 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
    302 
    303 	/*
    304 	 * Create a fence object and fence the backup buffer.
    305 	 */
    306 
    307 	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
    308 					  &fence, NULL);
    309 
    310 	vmw_bo_fence_single(val_buf->bo, fence);
    311 
    312 	if (likely(fence != NULL))
    313 		vmw_fence_obj_unreference(&fence);
    314 
    315 	return 0;
    316 }
    317 
    318 static int vmw_gb_shader_destroy(struct vmw_resource *res)
    319 {
    320 	struct vmw_private *dev_priv = res->dev_priv;
    321 	struct {
    322 		SVGA3dCmdHeader header;
    323 		SVGA3dCmdDestroyGBShader body;
    324 	} *cmd;
    325 
    326 	if (likely(res->id == -1))
    327 		return 0;
    328 
    329 	mutex_lock(&dev_priv->binding_mutex);
    330 	vmw_binding_res_list_scrub(&res->binding_head);
    331 
    332 	cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
    333 	if (unlikely(cmd == NULL)) {
    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), shader->ctx->id);
    403 	if (unlikely(cmd == NULL))
    404 		return -ENOMEM;
    405 
    406 	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
    407 	cmd->header.size = sizeof(cmd->body);
    408 	cmd->body.cid = shader->ctx->id;
    409 	cmd->body.shid = shader->id;
    410 	cmd->body.mobid = res->backup->base.mem.start;
    411 	cmd->body.offsetInBytes = res->backup_offset;
    412 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
    413 
    414 	vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
    415 
    416 	return 0;
    417 }
    418 
    419 /**
    420  * vmw_dx_shader_create - The DX shader create callback
    421  *
    422  * @res: The DX shader resource
    423  *
    424  * The create callback is called as part of resource validation and
    425  * makes sure that we unscrub the shader if it's previously been scrubbed.
    426  */
    427 static int vmw_dx_shader_create(struct vmw_resource *res)
    428 {
    429 	struct vmw_private *dev_priv = res->dev_priv;
    430 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
    431 	int ret = 0;
    432 
    433 	WARN_ON_ONCE(!shader->committed);
    434 
    435 	if (vmw_resource_mob_attached(res)) {
    436 		mutex_lock(&dev_priv->binding_mutex);
    437 		ret = vmw_dx_shader_unscrub(res);
    438 		mutex_unlock(&dev_priv->binding_mutex);
    439 	}
    440 
    441 	res->id = shader->id;
    442 	return ret;
    443 }
    444 
    445 /**
    446  * vmw_dx_shader_bind - The DX shader bind callback
    447  *
    448  * @res: The DX shader resource
    449  * @val_buf: Pointer to the validate buffer.
    450  *
    451  */
    452 static int vmw_dx_shader_bind(struct vmw_resource *res,
    453 			      struct ttm_validate_buffer *val_buf)
    454 {
    455 	struct vmw_private *dev_priv = res->dev_priv;
    456 	struct ttm_buffer_object *bo = val_buf->bo;
    457 
    458 	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
    459 	mutex_lock(&dev_priv->binding_mutex);
    460 	vmw_dx_shader_unscrub(res);
    461 	mutex_unlock(&dev_priv->binding_mutex);
    462 
    463 	return 0;
    464 }
    465 
    466 /**
    467  * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
    468  *
    469  * @res: The shader resource
    470  *
    471  * This function unbinds a MOB from the DX shader without requiring the
    472  * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
    473  * However, once the driver eventually decides to unbind the MOB, it doesn't
    474  * need to access the context.
    475  */
    476 static int vmw_dx_shader_scrub(struct vmw_resource *res)
    477 {
    478 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
    479 	struct vmw_private *dev_priv = res->dev_priv;
    480 	struct {
    481 		SVGA3dCmdHeader header;
    482 		SVGA3dCmdDXBindShader body;
    483 	} *cmd;
    484 
    485 	if (list_empty(&shader->cotable_head))
    486 		return 0;
    487 
    488 	WARN_ON_ONCE(!shader->committed);
    489 	cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
    490 	if (unlikely(cmd == NULL))
    491 		return -ENOMEM;
    492 
    493 	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
    494 	cmd->header.size = sizeof(cmd->body);
    495 	cmd->body.cid = shader->ctx->id;
    496 	cmd->body.shid = res->id;
    497 	cmd->body.mobid = SVGA3D_INVALID_ID;
    498 	cmd->body.offsetInBytes = 0;
    499 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
    500 	res->id = -1;
    501 	list_del_init(&shader->cotable_head);
    502 
    503 	return 0;
    504 }
    505 
    506 /**
    507  * vmw_dx_shader_unbind - The dx shader unbind callback.
    508  *
    509  * @res: The shader resource
    510  * @readback: Whether this is a readback unbind. Currently unused.
    511  * @val_buf: MOB buffer information.
    512  */
    513 static int vmw_dx_shader_unbind(struct vmw_resource *res,
    514 				bool readback,
    515 				struct ttm_validate_buffer *val_buf)
    516 {
    517 	struct vmw_private *dev_priv = res->dev_priv;
    518 	struct vmw_fence_obj *fence;
    519 	int ret;
    520 
    521 	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
    522 
    523 	mutex_lock(&dev_priv->binding_mutex);
    524 	ret = vmw_dx_shader_scrub(res);
    525 	mutex_unlock(&dev_priv->binding_mutex);
    526 
    527 	if (ret)
    528 		return ret;
    529 
    530 	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
    531 					  &fence, NULL);
    532 	vmw_bo_fence_single(val_buf->bo, fence);
    533 
    534 	if (likely(fence != NULL))
    535 		vmw_fence_obj_unreference(&fence);
    536 
    537 	return 0;
    538 }
    539 
    540 /**
    541  * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
    542  * DX shaders.
    543  *
    544  * @dev_priv: Pointer to device private structure.
    545  * @list: The list of cotable resources.
    546  * @readback: Whether the call was part of a readback unbind.
    547  *
    548  * Scrubs all shader MOBs so that any subsequent shader unbind or shader
    549  * destroy operation won't need to swap in the context.
    550  */
    551 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
    552 				      struct list_head *list,
    553 				      bool readback)
    554 {
    555 	struct vmw_dx_shader *entry, *next;
    556 
    557 	lockdep_assert_held_once(&dev_priv->binding_mutex);
    558 
    559 	list_for_each_entry_safe(entry, next, list, cotable_head) {
    560 		WARN_ON(vmw_dx_shader_scrub(&entry->res));
    561 		if (!readback)
    562 			entry->committed = false;
    563 	}
    564 }
    565 
    566 /**
    567  * vmw_dx_shader_res_free - The DX shader free callback
    568  *
    569  * @res: The shader resource
    570  *
    571  * Frees the DX shader resource and updates memory accounting.
    572  */
    573 static void vmw_dx_shader_res_free(struct vmw_resource *res)
    574 {
    575 	struct vmw_private *dev_priv = res->dev_priv;
    576 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
    577 
    578 	vmw_resource_unreference(&shader->cotable);
    579 	kfree(shader);
    580 	ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
    581 }
    582 
    583 /**
    584  * vmw_dx_shader_add - Add a shader resource as a command buffer managed
    585  * resource.
    586  *
    587  * @man: The command buffer resource manager.
    588  * @ctx: Pointer to the context resource.
    589  * @user_key: The id used for this shader.
    590  * @shader_type: The shader type.
    591  * @list: The list of staged command buffer managed resources.
    592  */
    593 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
    594 		      struct vmw_resource *ctx,
    595 		      u32 user_key,
    596 		      SVGA3dShaderType shader_type,
    597 		      struct list_head *list)
    598 {
    599 	struct vmw_dx_shader *shader;
    600 	struct vmw_resource *res;
    601 	struct vmw_private *dev_priv = ctx->dev_priv;
    602 	struct ttm_operation_ctx ttm_opt_ctx = {
    603 		.interruptible = true,
    604 		.no_wait_gpu = false
    605 	};
    606 	int ret;
    607 
    608 	if (!vmw_shader_dx_size)
    609 		vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
    610 
    611 	if (!vmw_shader_id_ok(user_key, shader_type))
    612 		return -EINVAL;
    613 
    614 	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
    615 				   &ttm_opt_ctx);
    616 	if (ret) {
    617 		if (ret != -ERESTARTSYS)
    618 			DRM_ERROR("Out of graphics memory for shader "
    619 				  "creation.\n");
    620 		return ret;
    621 	}
    622 
    623 	shader = kmalloc(sizeof(*shader), GFP_KERNEL);
    624 	if (!shader) {
    625 		ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
    626 		return -ENOMEM;
    627 	}
    628 
    629 	res = &shader->res;
    630 	shader->ctx = ctx;
    631 	shader->cotable = vmw_resource_reference
    632 		(vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
    633 	shader->id = user_key;
    634 	shader->committed = false;
    635 	INIT_LIST_HEAD(&shader->cotable_head);
    636 	ret = vmw_resource_init(dev_priv, res, true,
    637 				vmw_dx_shader_res_free, &vmw_dx_shader_func);
    638 	if (ret)
    639 		goto out_resource_init;
    640 
    641 	/*
    642 	 * The user_key name-space is not per shader type for DX shaders,
    643 	 * so when hashing, use a single zero shader type.
    644 	 */
    645 	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
    646 				 vmw_shader_key(user_key, 0),
    647 				 res, list);
    648 	if (ret)
    649 		goto out_resource_init;
    650 
    651 	res->id = shader->id;
    652 	res->hw_destroy = vmw_hw_shader_destroy;
    653 
    654 out_resource_init:
    655 	vmw_resource_unreference(&res);
    656 
    657 	return ret;
    658 }
    659 
    660 
    661 
    662 /**
    663  * User-space shader management:
    664  */
    665 
    666 static struct vmw_resource *
    667 vmw_user_shader_base_to_res(struct ttm_base_object *base)
    668 {
    669 	return &(container_of(base, struct vmw_user_shader, base)->
    670 		 shader.res);
    671 }
    672 
    673 static void vmw_user_shader_free(struct vmw_resource *res)
    674 {
    675 	struct vmw_user_shader *ushader =
    676 		container_of(res, struct vmw_user_shader, shader.res);
    677 	struct vmw_private *dev_priv = res->dev_priv;
    678 
    679 	ttm_base_object_kfree(ushader, base);
    680 	ttm_mem_global_free(vmw_mem_glob(dev_priv),
    681 			    vmw_user_shader_size);
    682 }
    683 
    684 static void vmw_shader_free(struct vmw_resource *res)
    685 {
    686 	struct vmw_shader *shader = vmw_res_to_shader(res);
    687 	struct vmw_private *dev_priv = res->dev_priv;
    688 
    689 	kfree(shader);
    690 	ttm_mem_global_free(vmw_mem_glob(dev_priv),
    691 			    vmw_shader_size);
    692 }
    693 
    694 /**
    695  * This function is called when user space has no more references on the
    696  * base object. It releases the base-object's reference on the resource object.
    697  */
    698 
    699 static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
    700 {
    701 	struct ttm_base_object *base = *p_base;
    702 	struct vmw_resource *res = vmw_user_shader_base_to_res(base);
    703 
    704 	*p_base = NULL;
    705 	vmw_resource_unreference(&res);
    706 }
    707 
    708 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
    709 			      struct drm_file *file_priv)
    710 {
    711 	struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
    712 	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
    713 
    714 	return ttm_ref_object_base_unref(tfile, arg->handle,
    715 					 TTM_REF_USAGE);
    716 }
    717 
    718 static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
    719 				 struct vmw_buffer_object *buffer,
    720 				 size_t shader_size,
    721 				 size_t offset,
    722 				 SVGA3dShaderType shader_type,
    723 				 uint8_t num_input_sig,
    724 				 uint8_t num_output_sig,
    725 				 struct ttm_object_file *tfile,
    726 				 u32 *handle)
    727 {
    728 	struct vmw_user_shader *ushader;
    729 	struct vmw_resource *res, *tmp;
    730 	struct ttm_operation_ctx ctx = {
    731 		.interruptible = true,
    732 		.no_wait_gpu = false
    733 	};
    734 	int ret;
    735 
    736 	if (unlikely(vmw_user_shader_size == 0))
    737 		vmw_user_shader_size =
    738 			ttm_round_pot(sizeof(struct vmw_user_shader)) +
    739 			VMW_IDA_ACC_SIZE + TTM_OBJ_EXTRA_SIZE;
    740 
    741 	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
    742 				   vmw_user_shader_size,
    743 				   &ctx);
    744 	if (unlikely(ret != 0)) {
    745 		if (ret != -ERESTARTSYS)
    746 			DRM_ERROR("Out of graphics memory for shader "
    747 				  "creation.\n");
    748 		goto out;
    749 	}
    750 
    751 	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
    752 	if (unlikely(!ushader)) {
    753 		ttm_mem_global_free(vmw_mem_glob(dev_priv),
    754 				    vmw_user_shader_size);
    755 		ret = -ENOMEM;
    756 		goto out;
    757 	}
    758 
    759 	res = &ushader->shader.res;
    760 	ushader->base.shareable = false;
    761 	ushader->base.tfile = NULL;
    762 
    763 	/*
    764 	 * From here on, the destructor takes over resource freeing.
    765 	 */
    766 
    767 	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
    768 				 offset, shader_type, num_input_sig,
    769 				 num_output_sig, buffer,
    770 				 vmw_user_shader_free);
    771 	if (unlikely(ret != 0))
    772 		goto out;
    773 
    774 	tmp = vmw_resource_reference(res);
    775 	ret = ttm_base_object_init(tfile, &ushader->base, false,
    776 				   VMW_RES_SHADER,
    777 				   &vmw_user_shader_base_release, NULL);
    778 
    779 	if (unlikely(ret != 0)) {
    780 		vmw_resource_unreference(&tmp);
    781 		goto out_err;
    782 	}
    783 
    784 	if (handle)
    785 		*handle = ushader->base.handle;
    786 out_err:
    787 	vmw_resource_unreference(&res);
    788 out:
    789 	return ret;
    790 }
    791 
    792 
    793 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
    794 					     struct vmw_buffer_object *buffer,
    795 					     size_t shader_size,
    796 					     size_t offset,
    797 					     SVGA3dShaderType shader_type)
    798 {
    799 	struct vmw_shader *shader;
    800 	struct vmw_resource *res;
    801 	struct ttm_operation_ctx ctx = {
    802 		.interruptible = true,
    803 		.no_wait_gpu = false
    804 	};
    805 	int ret;
    806 
    807 	if (unlikely(vmw_shader_size == 0))
    808 		vmw_shader_size =
    809 			ttm_round_pot(sizeof(struct vmw_shader)) +
    810 			VMW_IDA_ACC_SIZE;
    811 
    812 	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
    813 				   vmw_shader_size,
    814 				   &ctx);
    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)) {
    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_buffer_object *buffer = NULL;
    853 	SVGA3dShaderType shader_type;
    854 	int ret;
    855 
    856 	if (buffer_handle != SVGA3D_INVALID_ID) {
    857 		ret = vmw_user_bo_lookup(tfile, buffer_handle,
    858 					     &buffer, NULL);
    859 		if (unlikely(ret != 0)) {
    860 			VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
    861 			return ret;
    862 		}
    863 
    864 		if ((u64)buffer->base.num_pages * PAGE_SIZE <
    865 		    (u64)size + (u64)offset) {
    866 			VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
    867 			ret = -EINVAL;
    868 			goto out_bad_arg;
    869 		}
    870 	}
    871 
    872 	switch (shader_type_drm) {
    873 	case drm_vmw_shader_type_vs:
    874 		shader_type = SVGA3D_SHADERTYPE_VS;
    875 		break;
    876 	case drm_vmw_shader_type_ps:
    877 		shader_type = SVGA3D_SHADERTYPE_PS;
    878 		break;
    879 	default:
    880 		VMW_DEBUG_USER("Illegal shader type.\n");
    881 		ret = -EINVAL;
    882 		goto out_bad_arg;
    883 	}
    884 
    885 	ret = ttm_read_lock(&dev_priv->reservation_sem, true);
    886 	if (unlikely(ret != 0))
    887 		goto out_bad_arg;
    888 
    889 	ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
    890 				    shader_type, num_input_sig,
    891 				    num_output_sig, tfile, shader_handle);
    892 
    893 	ttm_read_unlock(&dev_priv->reservation_sem);
    894 out_bad_arg:
    895 	vmw_bo_unreference(&buffer);
    896 	return ret;
    897 }
    898 
    899 /**
    900  * vmw_shader_id_ok - Check whether a compat shader user key and
    901  * shader type are within valid bounds.
    902  *
    903  * @user_key: User space id of the shader.
    904  * @shader_type: Shader type.
    905  *
    906  * Returns true if valid false if not.
    907  */
    908 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
    909 {
    910 	return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
    911 }
    912 
    913 /**
    914  * vmw_shader_key - Compute a hash key suitable for a compat shader.
    915  *
    916  * @user_key: User space id of the shader.
    917  * @shader_type: Shader type.
    918  *
    919  * Returns a hash key suitable for a command buffer managed resource
    920  * manager hash table.
    921  */
    922 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
    923 {
    924 	return user_key | (shader_type << 20);
    925 }
    926 
    927 /**
    928  * vmw_shader_remove - Stage a compat shader for removal.
    929  *
    930  * @man: Pointer to the compat shader manager identifying the shader namespace.
    931  * @user_key: The key that is used to identify the shader. The key is
    932  * unique to the shader type.
    933  * @shader_type: Shader type.
    934  * @list: Caller's list of staged command buffer resource actions.
    935  */
    936 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
    937 		      u32 user_key, SVGA3dShaderType shader_type,
    938 		      struct list_head *list)
    939 {
    940 	struct vmw_resource *dummy;
    941 
    942 	if (!vmw_shader_id_ok(user_key, shader_type))
    943 		return -EINVAL;
    944 
    945 	return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
    946 				     vmw_shader_key(user_key, shader_type),
    947 				     list, &dummy);
    948 }
    949 
    950 /**
    951  * vmw_compat_shader_add - Create a compat shader and stage it for addition
    952  * as a command buffer managed resource.
    953  *
    954  * @man: Pointer to the compat shader manager identifying the shader namespace.
    955  * @user_key: The key that is used to identify the shader. The key is
    956  * unique to the shader type.
    957  * @bytecode: Pointer to the bytecode of the shader.
    958  * @shader_type: Shader type.
    959  * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
    960  * to be created with.
    961  * @list: Caller's list of staged command buffer resource actions.
    962  *
    963  */
    964 int vmw_compat_shader_add(struct vmw_private *dev_priv,
    965 			  struct vmw_cmdbuf_res_manager *man,
    966 			  u32 user_key, const void *bytecode,
    967 			  SVGA3dShaderType shader_type,
    968 			  size_t size,
    969 			  struct list_head *list)
    970 {
    971 	struct ttm_operation_ctx ctx = { false, true };
    972 	struct vmw_buffer_object *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))
    984 		return -ENOMEM;
    985 
    986 	ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_ne_placement,
    987 			      true, vmw_bo_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, &ctx);
   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_bo_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