Home | History | Annotate | Line # | Download | only in vmwgfx
vmwgfx_shader.c revision 1.1.1.1.32.1
      1 /*	$NetBSD: vmwgfx_shader.c,v 1.1.1.1.32.1 2019/06/10 22:08:29 christos Exp $	*/
      2 
      3 /**************************************************************************
      4  *
      5  * Copyright  2009-2015 VMware, Inc., Palo Alto, CA., USA
      6  * All Rights Reserved.
      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 1.1.1.1.32.1 2019/06/10 22:08:29 christos Exp $");
     32 
     33 #include "vmwgfx_drv.h"
     34 #include "vmwgfx_resource_priv.h"
     35 #include "vmwgfx_binding.h"
     36 #include "ttm/ttm_placement.h"
     37 
     38 struct vmw_shader {
     39 	struct vmw_resource res;
     40 	SVGA3dShaderType type;
     41 	uint32_t size;
     42 	uint8_t num_input_sig;
     43 	uint8_t num_output_sig;
     44 };
     45 
     46 struct vmw_user_shader {
     47 	struct ttm_base_object base;
     48 	struct vmw_shader shader;
     49 };
     50 
     51 struct vmw_dx_shader {
     52 	struct vmw_resource res;
     53 	struct vmw_resource *ctx;
     54 	struct vmw_resource *cotable;
     55 	u32 id;
     56 	bool committed;
     57 	struct list_head cotable_head;
     58 };
     59 
     60 static uint64_t vmw_user_shader_size;
     61 static uint64_t vmw_shader_size;
     62 static size_t vmw_shader_dx_size;
     63 
     64 static void vmw_user_shader_free(struct vmw_resource *res);
     65 static struct vmw_resource *
     66 vmw_user_shader_base_to_res(struct ttm_base_object *base);
     67 
     68 static int vmw_gb_shader_create(struct vmw_resource *res);
     69 static int vmw_gb_shader_bind(struct vmw_resource *res,
     70 			       struct ttm_validate_buffer *val_buf);
     71 static int vmw_gb_shader_unbind(struct vmw_resource *res,
     72 				 bool readback,
     73 				 struct ttm_validate_buffer *val_buf);
     74 static int vmw_gb_shader_destroy(struct vmw_resource *res);
     75 
     76 static int vmw_dx_shader_create(struct vmw_resource *res);
     77 static int vmw_dx_shader_bind(struct vmw_resource *res,
     78 			       struct ttm_validate_buffer *val_buf);
     79 static int vmw_dx_shader_unbind(struct vmw_resource *res,
     80 				 bool readback,
     81 				 struct ttm_validate_buffer *val_buf);
     82 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
     83 					enum vmw_cmdbuf_res_state state);
     84 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
     85 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
     86 static uint64_t vmw_user_shader_size;
     87 
     88 static const struct vmw_user_resource_conv user_shader_conv = {
     89 	.object_type = VMW_RES_SHADER,
     90 	.base_obj_to_res = vmw_user_shader_base_to_res,
     91 	.res_free = vmw_user_shader_free
     92 };
     93 
     94 const struct vmw_user_resource_conv *user_shader_converter =
     95 	&user_shader_conv;
     96 
     97 
     98 static const struct vmw_res_func vmw_gb_shader_func = {
     99 	.res_type = vmw_res_shader,
    100 	.needs_backup = true,
    101 	.may_evict = true,
    102 	.type_name = "guest backed shaders",
    103 	.backup_placement = &vmw_mob_placement,
    104 	.create = vmw_gb_shader_create,
    105 	.destroy = vmw_gb_shader_destroy,
    106 	.bind = vmw_gb_shader_bind,
    107 	.unbind = vmw_gb_shader_unbind
    108 };
    109 
    110 static const struct vmw_res_func vmw_dx_shader_func = {
    111 	.res_type = vmw_res_shader,
    112 	.needs_backup = true,
    113 	.may_evict = false,
    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_dma_buffer *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_dmabuf_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 	vmw_resource_activate(res, 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_fifo_reserve(dev_priv, sizeof(*cmd));
    226 	if (unlikely(cmd == NULL)) {
    227 		DRM_ERROR("Failed reserving FIFO space for shader "
    228 			  "creation.\n");
    229 		ret = -ENOMEM;
    230 		goto out_no_fifo;
    231 	}
    232 
    233 	cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
    234 	cmd->header.size = sizeof(cmd->body);
    235 	cmd->body.shid = res->id;
    236 	cmd->body.type = shader->type;
    237 	cmd->body.sizeInBytes = shader->size;
    238 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
    239 	vmw_fifo_resource_inc(dev_priv);
    240 
    241 	return 0;
    242 
    243 out_no_fifo:
    244 	vmw_resource_release_id(res);
    245 out_no_id:
    246 	return ret;
    247 }
    248 
    249 static int vmw_gb_shader_bind(struct vmw_resource *res,
    250 			      struct ttm_validate_buffer *val_buf)
    251 {
    252 	struct vmw_private *dev_priv = res->dev_priv;
    253 	struct {
    254 		SVGA3dCmdHeader header;
    255 		SVGA3dCmdBindGBShader body;
    256 	} *cmd;
    257 	struct ttm_buffer_object *bo = val_buf->bo;
    258 
    259 	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
    260 
    261 	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
    262 	if (unlikely(cmd == NULL)) {
    263 		DRM_ERROR("Failed reserving FIFO space for shader "
    264 			  "binding.\n");
    265 		return -ENOMEM;
    266 	}
    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 		DRM_ERROR("Failed reserving FIFO space for shader "
    295 			  "unbinding.\n");
    296 		return -ENOMEM;
    297 	}
    298 
    299 	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
    300 	cmd->header.size = sizeof(cmd->body);
    301 	cmd->body.shid = res->id;
    302 	cmd->body.mobid = SVGA3D_INVALID_ID;
    303 	cmd->body.offsetInBytes = 0;
    304 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
    305 
    306 	/*
    307 	 * Create a fence object and fence the backup buffer.
    308 	 */
    309 
    310 	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
    311 					  &fence, NULL);
    312 
    313 	vmw_fence_single_bo(val_buf->bo, fence);
    314 
    315 	if (likely(fence != NULL))
    316 		vmw_fence_obj_unreference(&fence);
    317 
    318 	return 0;
    319 }
    320 
    321 static int vmw_gb_shader_destroy(struct vmw_resource *res)
    322 {
    323 	struct vmw_private *dev_priv = res->dev_priv;
    324 	struct {
    325 		SVGA3dCmdHeader header;
    326 		SVGA3dCmdDestroyGBShader body;
    327 	} *cmd;
    328 
    329 	if (likely(res->id == -1))
    330 		return 0;
    331 
    332 	mutex_lock(&dev_priv->binding_mutex);
    333 	vmw_binding_res_list_scrub(&res->binding_head);
    334 
    335 	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
    336 	if (unlikely(cmd == NULL)) {
    337 		DRM_ERROR("Failed reserving FIFO space for shader "
    338 			  "destruction.\n");
    339 		mutex_unlock(&dev_priv->binding_mutex);
    340 		return -ENOMEM;
    341 	}
    342 
    343 	cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
    344 	cmd->header.size = sizeof(cmd->body);
    345 	cmd->body.shid = res->id;
    346 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
    347 	mutex_unlock(&dev_priv->binding_mutex);
    348 	vmw_resource_release_id(res);
    349 	vmw_fifo_resource_dec(dev_priv);
    350 
    351 	return 0;
    352 }
    353 
    354 /*
    355  * DX shader code:
    356  */
    357 
    358 /**
    359  * vmw_dx_shader_commit_notify - Notify that a shader operation has been
    360  * committed to hardware from a user-supplied command stream.
    361  *
    362  * @res: Pointer to the shader resource.
    363  * @state: Indicating whether a creation or removal has been committed.
    364  *
    365  */
    366 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
    367 					enum vmw_cmdbuf_res_state state)
    368 {
    369 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
    370 	struct vmw_private *dev_priv = res->dev_priv;
    371 
    372 	if (state == VMW_CMDBUF_RES_ADD) {
    373 		mutex_lock(&dev_priv->binding_mutex);
    374 		vmw_cotable_add_resource(shader->cotable,
    375 					 &shader->cotable_head);
    376 		shader->committed = true;
    377 		res->id = shader->id;
    378 		mutex_unlock(&dev_priv->binding_mutex);
    379 	} else {
    380 		mutex_lock(&dev_priv->binding_mutex);
    381 		list_del_init(&shader->cotable_head);
    382 		shader->committed = false;
    383 		res->id = -1;
    384 		mutex_unlock(&dev_priv->binding_mutex);
    385 	}
    386 }
    387 
    388 /**
    389  * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
    390  *
    391  * @res: The shader resource
    392  *
    393  * This function reverts a scrub operation.
    394  */
    395 static int vmw_dx_shader_unscrub(struct vmw_resource *res)
    396 {
    397 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
    398 	struct vmw_private *dev_priv = res->dev_priv;
    399 	struct {
    400 		SVGA3dCmdHeader header;
    401 		SVGA3dCmdDXBindShader body;
    402 	} *cmd;
    403 
    404 	if (!list_empty(&shader->cotable_head) || !shader->committed)
    405 		return 0;
    406 
    407 	cmd = vmw_fifo_reserve_dx(dev_priv, sizeof(*cmd),
    408 				  shader->ctx->id);
    409 	if (unlikely(cmd == NULL)) {
    410 		DRM_ERROR("Failed reserving FIFO space for shader "
    411 			  "scrubbing.\n");
    412 		return -ENOMEM;
    413 	}
    414 
    415 	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
    416 	cmd->header.size = sizeof(cmd->body);
    417 	cmd->body.cid = shader->ctx->id;
    418 	cmd->body.shid = shader->id;
    419 	cmd->body.mobid = res->backup->base.mem.start;
    420 	cmd->body.offsetInBytes = res->backup_offset;
    421 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
    422 
    423 	vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
    424 
    425 	return 0;
    426 }
    427 
    428 /**
    429  * vmw_dx_shader_create - The DX shader create callback
    430  *
    431  * @res: The DX shader resource
    432  *
    433  * The create callback is called as part of resource validation and
    434  * makes sure that we unscrub the shader if it's previously been scrubbed.
    435  */
    436 static int vmw_dx_shader_create(struct vmw_resource *res)
    437 {
    438 	struct vmw_private *dev_priv = res->dev_priv;
    439 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
    440 	int ret = 0;
    441 
    442 	WARN_ON_ONCE(!shader->committed);
    443 
    444 	if (!list_empty(&res->mob_head)) {
    445 		mutex_lock(&dev_priv->binding_mutex);
    446 		ret = vmw_dx_shader_unscrub(res);
    447 		mutex_unlock(&dev_priv->binding_mutex);
    448 	}
    449 
    450 	res->id = shader->id;
    451 	return ret;
    452 }
    453 
    454 /**
    455  * vmw_dx_shader_bind - The DX shader bind callback
    456  *
    457  * @res: The DX shader resource
    458  * @val_buf: Pointer to the validate buffer.
    459  *
    460  */
    461 static int vmw_dx_shader_bind(struct vmw_resource *res,
    462 			      struct ttm_validate_buffer *val_buf)
    463 {
    464 	struct vmw_private *dev_priv = res->dev_priv;
    465 	struct ttm_buffer_object *bo = val_buf->bo;
    466 
    467 	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
    468 	mutex_lock(&dev_priv->binding_mutex);
    469 	vmw_dx_shader_unscrub(res);
    470 	mutex_unlock(&dev_priv->binding_mutex);
    471 
    472 	return 0;
    473 }
    474 
    475 /**
    476  * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
    477  *
    478  * @res: The shader resource
    479  *
    480  * This function unbinds a MOB from the DX shader without requiring the
    481  * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
    482  * However, once the driver eventually decides to unbind the MOB, it doesn't
    483  * need to access the context.
    484  */
    485 static int vmw_dx_shader_scrub(struct vmw_resource *res)
    486 {
    487 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
    488 	struct vmw_private *dev_priv = res->dev_priv;
    489 	struct {
    490 		SVGA3dCmdHeader header;
    491 		SVGA3dCmdDXBindShader body;
    492 	} *cmd;
    493 
    494 	if (list_empty(&shader->cotable_head))
    495 		return 0;
    496 
    497 	WARN_ON_ONCE(!shader->committed);
    498 	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
    499 	if (unlikely(cmd == NULL)) {
    500 		DRM_ERROR("Failed reserving FIFO space for shader "
    501 			  "scrubbing.\n");
    502 		return -ENOMEM;
    503 	}
    504 
    505 	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
    506 	cmd->header.size = sizeof(cmd->body);
    507 	cmd->body.cid = shader->ctx->id;
    508 	cmd->body.shid = res->id;
    509 	cmd->body.mobid = SVGA3D_INVALID_ID;
    510 	cmd->body.offsetInBytes = 0;
    511 	vmw_fifo_commit(dev_priv, sizeof(*cmd));
    512 	res->id = -1;
    513 	list_del_init(&shader->cotable_head);
    514 
    515 	return 0;
    516 }
    517 
    518 /**
    519  * vmw_dx_shader_unbind - The dx shader unbind callback.
    520  *
    521  * @res: The shader resource
    522  * @readback: Whether this is a readback unbind. Currently unused.
    523  * @val_buf: MOB buffer information.
    524  */
    525 static int vmw_dx_shader_unbind(struct vmw_resource *res,
    526 				bool readback,
    527 				struct ttm_validate_buffer *val_buf)
    528 {
    529 	struct vmw_private *dev_priv = res->dev_priv;
    530 	struct vmw_fence_obj *fence;
    531 	int ret;
    532 
    533 	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
    534 
    535 	mutex_lock(&dev_priv->binding_mutex);
    536 	ret = vmw_dx_shader_scrub(res);
    537 	mutex_unlock(&dev_priv->binding_mutex);
    538 
    539 	if (ret)
    540 		return ret;
    541 
    542 	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
    543 					  &fence, NULL);
    544 	vmw_fence_single_bo(val_buf->bo, fence);
    545 
    546 	if (likely(fence != NULL))
    547 		vmw_fence_obj_unreference(&fence);
    548 
    549 	return 0;
    550 }
    551 
    552 /**
    553  * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
    554  * DX shaders.
    555  *
    556  * @dev_priv: Pointer to device private structure.
    557  * @list: The list of cotable resources.
    558  * @readback: Whether the call was part of a readback unbind.
    559  *
    560  * Scrubs all shader MOBs so that any subsequent shader unbind or shader
    561  * destroy operation won't need to swap in the context.
    562  */
    563 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
    564 				      struct list_head *list,
    565 				      bool readback)
    566 {
    567 	struct vmw_dx_shader *entry, *next;
    568 
    569 	WARN_ON_ONCE(!mutex_is_locked(&dev_priv->binding_mutex));
    570 
    571 	list_for_each_entry_safe(entry, next, list, cotable_head) {
    572 		WARN_ON(vmw_dx_shader_scrub(&entry->res));
    573 		if (!readback)
    574 			entry->committed = false;
    575 	}
    576 }
    577 
    578 /**
    579  * vmw_dx_shader_res_free - The DX shader free callback
    580  *
    581  * @res: The shader resource
    582  *
    583  * Frees the DX shader resource and updates memory accounting.
    584  */
    585 static void vmw_dx_shader_res_free(struct vmw_resource *res)
    586 {
    587 	struct vmw_private *dev_priv = res->dev_priv;
    588 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
    589 
    590 	vmw_resource_unreference(&shader->cotable);
    591 	kfree(shader);
    592 	ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
    593 }
    594 
    595 /**
    596  * vmw_dx_shader_add - Add a shader resource as a command buffer managed
    597  * resource.
    598  *
    599  * @man: The command buffer resource manager.
    600  * @ctx: Pointer to the context resource.
    601  * @user_key: The id used for this shader.
    602  * @shader_type: The shader type.
    603  * @list: The list of staged command buffer managed resources.
    604  */
    605 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
    606 		      struct vmw_resource *ctx,
    607 		      u32 user_key,
    608 		      SVGA3dShaderType shader_type,
    609 		      struct list_head *list)
    610 {
    611 	struct vmw_dx_shader *shader;
    612 	struct vmw_resource *res;
    613 	struct vmw_private *dev_priv = ctx->dev_priv;
    614 	int ret;
    615 
    616 	if (!vmw_shader_dx_size)
    617 		vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
    618 
    619 	if (!vmw_shader_id_ok(user_key, shader_type))
    620 		return -EINVAL;
    621 
    622 	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
    623 				   false, true);
    624 	if (ret) {
    625 		if (ret != -ERESTARTSYS)
    626 			DRM_ERROR("Out of graphics memory for shader "
    627 				  "creation.\n");
    628 		return ret;
    629 	}
    630 
    631 	shader = kmalloc(sizeof(*shader), GFP_KERNEL);
    632 	if (!shader) {
    633 		ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
    634 		return -ENOMEM;
    635 	}
    636 
    637 	res = &shader->res;
    638 	shader->ctx = ctx;
    639 	shader->cotable = vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER);
    640 	shader->id = user_key;
    641 	shader->committed = false;
    642 	INIT_LIST_HEAD(&shader->cotable_head);
    643 	ret = vmw_resource_init(dev_priv, res, true,
    644 				vmw_dx_shader_res_free, &vmw_dx_shader_func);
    645 	if (ret)
    646 		goto out_resource_init;
    647 
    648 	/*
    649 	 * The user_key name-space is not per shader type for DX shaders,
    650 	 * so when hashing, use a single zero shader type.
    651 	 */
    652 	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
    653 				 vmw_shader_key(user_key, 0),
    654 				 res, list);
    655 	if (ret)
    656 		goto out_resource_init;
    657 
    658 	res->id = shader->id;
    659 	vmw_resource_activate(res, vmw_hw_shader_destroy);
    660 
    661 out_resource_init:
    662 	vmw_resource_unreference(&res);
    663 
    664 	return ret;
    665 }
    666 
    667 
    668 
    669 /**
    670  * User-space shader management:
    671  */
    672 
    673 static struct vmw_resource *
    674 vmw_user_shader_base_to_res(struct ttm_base_object *base)
    675 {
    676 	return &(container_of(base, struct vmw_user_shader, base)->
    677 		 shader.res);
    678 }
    679 
    680 static void vmw_user_shader_free(struct vmw_resource *res)
    681 {
    682 	struct vmw_user_shader *ushader =
    683 		container_of(res, struct vmw_user_shader, shader.res);
    684 	struct vmw_private *dev_priv = res->dev_priv;
    685 
    686 	ttm_base_object_kfree(ushader, base);
    687 	ttm_mem_global_free(vmw_mem_glob(dev_priv),
    688 			    vmw_user_shader_size);
    689 }
    690 
    691 static void vmw_shader_free(struct vmw_resource *res)
    692 {
    693 	struct vmw_shader *shader = vmw_res_to_shader(res);
    694 	struct vmw_private *dev_priv = res->dev_priv;
    695 
    696 	kfree(shader);
    697 	ttm_mem_global_free(vmw_mem_glob(dev_priv),
    698 			    vmw_shader_size);
    699 }
    700 
    701 /**
    702  * This function is called when user space has no more references on the
    703  * base object. It releases the base-object's reference on the resource object.
    704  */
    705 
    706 static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
    707 {
    708 	struct ttm_base_object *base = *p_base;
    709 	struct vmw_resource *res = vmw_user_shader_base_to_res(base);
    710 
    711 	*p_base = NULL;
    712 	vmw_resource_unreference(&res);
    713 }
    714 
    715 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
    716 			      struct drm_file *file_priv)
    717 {
    718 	struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
    719 	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
    720 
    721 	return ttm_ref_object_base_unref(tfile, arg->handle,
    722 					 TTM_REF_USAGE);
    723 }
    724 
    725 static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
    726 				 struct vmw_dma_buffer *buffer,
    727 				 size_t shader_size,
    728 				 size_t offset,
    729 				 SVGA3dShaderType shader_type,
    730 				 uint8_t num_input_sig,
    731 				 uint8_t num_output_sig,
    732 				 struct ttm_object_file *tfile,
    733 				 u32 *handle)
    734 {
    735 	struct vmw_user_shader *ushader;
    736 	struct vmw_resource *res, *tmp;
    737 	int ret;
    738 
    739 	/*
    740 	 * Approximate idr memory usage with 128 bytes. It will be limited
    741 	 * by maximum number_of shaders anyway.
    742 	 */
    743 	if (unlikely(vmw_user_shader_size == 0))
    744 		vmw_user_shader_size =
    745 			ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
    746 
    747 	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
    748 				   vmw_user_shader_size,
    749 				   false, true);
    750 	if (unlikely(ret != 0)) {
    751 		if (ret != -ERESTARTSYS)
    752 			DRM_ERROR("Out of graphics memory for shader "
    753 				  "creation.\n");
    754 		goto out;
    755 	}
    756 
    757 	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
    758 	if (unlikely(ushader == NULL)) {
    759 		ttm_mem_global_free(vmw_mem_glob(dev_priv),
    760 				    vmw_user_shader_size);
    761 		ret = -ENOMEM;
    762 		goto out;
    763 	}
    764 
    765 	res = &ushader->shader.res;
    766 	ushader->base.shareable = false;
    767 	ushader->base.tfile = NULL;
    768 
    769 	/*
    770 	 * From here on, the destructor takes over resource freeing.
    771 	 */
    772 
    773 	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
    774 				 offset, shader_type, num_input_sig,
    775 				 num_output_sig, buffer,
    776 				 vmw_user_shader_free);
    777 	if (unlikely(ret != 0))
    778 		goto out;
    779 
    780 	tmp = vmw_resource_reference(res);
    781 	ret = ttm_base_object_init(tfile, &ushader->base, false,
    782 				   VMW_RES_SHADER,
    783 				   &vmw_user_shader_base_release, NULL);
    784 
    785 	if (unlikely(ret != 0)) {
    786 		vmw_resource_unreference(&tmp);
    787 		goto out_err;
    788 	}
    789 
    790 	if (handle)
    791 		*handle = ushader->base.hash.key;
    792 out_err:
    793 	vmw_resource_unreference(&res);
    794 out:
    795 	return ret;
    796 }
    797 
    798 
    799 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
    800 					     struct vmw_dma_buffer *buffer,
    801 					     size_t shader_size,
    802 					     size_t offset,
    803 					     SVGA3dShaderType shader_type)
    804 {
    805 	struct vmw_shader *shader;
    806 	struct vmw_resource *res;
    807 	int ret;
    808 
    809 	/*
    810 	 * Approximate idr memory usage with 128 bytes. It will be limited
    811 	 * by maximum number_of shaders anyway.
    812 	 */
    813 	if (unlikely(vmw_shader_size == 0))
    814 		vmw_shader_size =
    815 			ttm_round_pot(sizeof(struct vmw_shader)) + 128;
    816 
    817 	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
    818 				   vmw_shader_size,
    819 				   false, true);
    820 	if (unlikely(ret != 0)) {
    821 		if (ret != -ERESTARTSYS)
    822 			DRM_ERROR("Out of graphics memory for shader "
    823 				  "creation.\n");
    824 		goto out_err;
    825 	}
    826 
    827 	shader = kzalloc(sizeof(*shader), GFP_KERNEL);
    828 	if (unlikely(shader == NULL)) {
    829 		ttm_mem_global_free(vmw_mem_glob(dev_priv),
    830 				    vmw_shader_size);
    831 		ret = -ENOMEM;
    832 		goto out_err;
    833 	}
    834 
    835 	res = &shader->res;
    836 
    837 	/*
    838 	 * From here on, the destructor takes over resource freeing.
    839 	 */
    840 	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
    841 				 offset, shader_type, 0, 0, buffer,
    842 				 vmw_shader_free);
    843 
    844 out_err:
    845 	return ret ? ERR_PTR(ret) : res;
    846 }
    847 
    848 
    849 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
    850 			     enum drm_vmw_shader_type shader_type_drm,
    851 			     u32 buffer_handle, size_t size, size_t offset,
    852 			     uint8_t num_input_sig, uint8_t num_output_sig,
    853 			     uint32_t *shader_handle)
    854 {
    855 	struct vmw_private *dev_priv = vmw_priv(dev);
    856 	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
    857 	struct vmw_dma_buffer *buffer = NULL;
    858 	SVGA3dShaderType shader_type;
    859 	int ret;
    860 
    861 	if (buffer_handle != SVGA3D_INVALID_ID) {
    862 		ret = vmw_user_dmabuf_lookup(tfile, buffer_handle,
    863 					     &buffer, NULL);
    864 		if (unlikely(ret != 0)) {
    865 			DRM_ERROR("Could not find buffer for shader "
    866 				  "creation.\n");
    867 			return ret;
    868 		}
    869 
    870 		if ((u64)buffer->base.num_pages * PAGE_SIZE <
    871 		    (u64)size + (u64)offset) {
    872 			DRM_ERROR("Illegal buffer- or shader size.\n");
    873 			ret = -EINVAL;
    874 			goto out_bad_arg;
    875 		}
    876 	}
    877 
    878 	switch (shader_type_drm) {
    879 	case drm_vmw_shader_type_vs:
    880 		shader_type = SVGA3D_SHADERTYPE_VS;
    881 		break;
    882 	case drm_vmw_shader_type_ps:
    883 		shader_type = SVGA3D_SHADERTYPE_PS;
    884 		break;
    885 	default:
    886 		DRM_ERROR("Illegal shader type.\n");
    887 		ret = -EINVAL;
    888 		goto out_bad_arg;
    889 	}
    890 
    891 	ret = ttm_read_lock(&dev_priv->reservation_sem, true);
    892 	if (unlikely(ret != 0))
    893 		goto out_bad_arg;
    894 
    895 	ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
    896 				    shader_type, num_input_sig,
    897 				    num_output_sig, tfile, shader_handle);
    898 
    899 	ttm_read_unlock(&dev_priv->reservation_sem);
    900 out_bad_arg:
    901 	vmw_dmabuf_unreference(&buffer);
    902 	return ret;
    903 }
    904 
    905 /**
    906  * vmw_shader_id_ok - Check whether a compat shader user key and
    907  * shader type are within valid bounds.
    908  *
    909  * @user_key: User space id of the shader.
    910  * @shader_type: Shader type.
    911  *
    912  * Returns true if valid false if not.
    913  */
    914 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
    915 {
    916 	return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
    917 }
    918 
    919 /**
    920  * vmw_shader_key - Compute a hash key suitable for a compat shader.
    921  *
    922  * @user_key: User space id of the shader.
    923  * @shader_type: Shader type.
    924  *
    925  * Returns a hash key suitable for a command buffer managed resource
    926  * manager hash table.
    927  */
    928 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
    929 {
    930 	return user_key | (shader_type << 20);
    931 }
    932 
    933 /**
    934  * vmw_shader_remove - Stage a compat shader for removal.
    935  *
    936  * @man: Pointer to the compat shader manager identifying the shader namespace.
    937  * @user_key: The key that is used to identify the shader. The key is
    938  * unique to the shader type.
    939  * @shader_type: Shader type.
    940  * @list: Caller's list of staged command buffer resource actions.
    941  */
    942 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
    943 		      u32 user_key, SVGA3dShaderType shader_type,
    944 		      struct list_head *list)
    945 {
    946 	struct vmw_resource *dummy;
    947 
    948 	if (!vmw_shader_id_ok(user_key, shader_type))
    949 		return -EINVAL;
    950 
    951 	return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
    952 				     vmw_shader_key(user_key, shader_type),
    953 				     list, &dummy);
    954 }
    955 
    956 /**
    957  * vmw_compat_shader_add - Create a compat shader and stage it for addition
    958  * as a command buffer managed resource.
    959  *
    960  * @man: Pointer to the compat shader manager identifying the shader namespace.
    961  * @user_key: The key that is used to identify the shader. The key is
    962  * unique to the shader type.
    963  * @bytecode: Pointer to the bytecode of the shader.
    964  * @shader_type: Shader type.
    965  * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
    966  * to be created with.
    967  * @list: Caller's list of staged command buffer resource actions.
    968  *
    969  */
    970 int vmw_compat_shader_add(struct vmw_private *dev_priv,
    971 			  struct vmw_cmdbuf_res_manager *man,
    972 			  u32 user_key, const void *bytecode,
    973 			  SVGA3dShaderType shader_type,
    974 			  size_t size,
    975 			  struct list_head *list)
    976 {
    977 	struct vmw_dma_buffer *buf;
    978 	struct ttm_bo_kmap_obj map;
    979 	bool is_iomem;
    980 	int ret;
    981 	struct vmw_resource *res;
    982 
    983 	if (!vmw_shader_id_ok(user_key, shader_type))
    984 		return -EINVAL;
    985 
    986 	/* Allocate and pin a DMA buffer */
    987 	buf = kzalloc(sizeof(*buf), GFP_KERNEL);
    988 	if (unlikely(buf == NULL))
    989 		return -ENOMEM;
    990 
    991 	ret = vmw_dmabuf_init(dev_priv, buf, size, &vmw_sys_ne_placement,
    992 			      true, vmw_dmabuf_bo_free);
    993 	if (unlikely(ret != 0))
    994 		goto out;
    995 
    996 	ret = ttm_bo_reserve(&buf->base, false, true, false, NULL);
    997 	if (unlikely(ret != 0))
    998 		goto no_reserve;
    999 
   1000 	/* Map and copy shader bytecode. */
   1001 	ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
   1002 			  &map);
   1003 	if (unlikely(ret != 0)) {
   1004 		ttm_bo_unreserve(&buf->base);
   1005 		goto no_reserve;
   1006 	}
   1007 
   1008 	memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
   1009 	WARN_ON(is_iomem);
   1010 
   1011 	ttm_bo_kunmap(&map);
   1012 	ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, false, true);
   1013 	WARN_ON(ret != 0);
   1014 	ttm_bo_unreserve(&buf->base);
   1015 
   1016 	res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
   1017 	if (unlikely(ret != 0))
   1018 		goto no_reserve;
   1019 
   1020 	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
   1021 				 vmw_shader_key(user_key, shader_type),
   1022 				 res, list);
   1023 	vmw_resource_unreference(&res);
   1024 no_reserve:
   1025 	vmw_dmabuf_unreference(&buf);
   1026 out:
   1027 	return ret;
   1028 }
   1029 
   1030 /**
   1031  * vmw_shader_lookup - Look up a compat shader
   1032  *
   1033  * @man: Pointer to the command buffer managed resource manager identifying
   1034  * the shader namespace.
   1035  * @user_key: The user space id of the shader.
   1036  * @shader_type: The shader type.
   1037  *
   1038  * Returns a refcounted pointer to a struct vmw_resource if the shader was
   1039  * found. An error pointer otherwise.
   1040  */
   1041 struct vmw_resource *
   1042 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
   1043 		  u32 user_key,
   1044 		  SVGA3dShaderType shader_type)
   1045 {
   1046 	if (!vmw_shader_id_ok(user_key, shader_type))
   1047 		return ERR_PTR(-EINVAL);
   1048 
   1049 	return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
   1050 				     vmw_shader_key(user_key, shader_type));
   1051 }
   1052 
   1053 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
   1054 			     struct drm_file *file_priv)
   1055 {
   1056 	struct drm_vmw_shader_create_arg *arg =
   1057 		(struct drm_vmw_shader_create_arg *)data;
   1058 
   1059 	return vmw_shader_define(dev, file_priv, arg->shader_type,
   1060 				 arg->buffer_handle,
   1061 				 arg->size, arg->offset,
   1062 				 0, 0,
   1063 				 &arg->shader_handle);
   1064 }
   1065