GNU Linux-libre 4.19.281-gnu1
[releases.git] / drivers / gpu / drm / vmwgfx / vmwgfx_shader.c
1 // SPDX-License-Identifier: GPL-2.0 OR MIT
2 /**************************************************************************
3  *
4  * Copyright 2009-2015 VMware, Inc., Palo Alto, CA., USA
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20  * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21  * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
22  * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23  * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24  * USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27
28 #include <drm/ttm/ttm_placement.h>
29
30 #include "vmwgfx_drv.h"
31 #include "vmwgfx_resource_priv.h"
32 #include "vmwgfx_binding.h"
33
34 struct vmw_shader {
35         struct vmw_resource res;
36         SVGA3dShaderType type;
37         uint32_t size;
38         uint8_t num_input_sig;
39         uint8_t num_output_sig;
40 };
41
42 struct vmw_user_shader {
43         struct ttm_base_object base;
44         struct vmw_shader shader;
45 };
46
47 struct vmw_dx_shader {
48         struct vmw_resource res;
49         struct vmw_resource *ctx;
50         struct vmw_resource *cotable;
51         u32 id;
52         bool committed;
53         struct list_head cotable_head;
54 };
55
56 static uint64_t vmw_user_shader_size;
57 static uint64_t vmw_shader_size;
58 static size_t vmw_shader_dx_size;
59
60 static void vmw_user_shader_free(struct vmw_resource *res);
61 static struct vmw_resource *
62 vmw_user_shader_base_to_res(struct ttm_base_object *base);
63
64 static int vmw_gb_shader_create(struct vmw_resource *res);
65 static int vmw_gb_shader_bind(struct vmw_resource *res,
66                                struct ttm_validate_buffer *val_buf);
67 static int vmw_gb_shader_unbind(struct vmw_resource *res,
68                                  bool readback,
69                                  struct ttm_validate_buffer *val_buf);
70 static int vmw_gb_shader_destroy(struct vmw_resource *res);
71
72 static int vmw_dx_shader_create(struct vmw_resource *res);
73 static int vmw_dx_shader_bind(struct vmw_resource *res,
74                                struct ttm_validate_buffer *val_buf);
75 static int vmw_dx_shader_unbind(struct vmw_resource *res,
76                                  bool readback,
77                                  struct ttm_validate_buffer *val_buf);
78 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
79                                         enum vmw_cmdbuf_res_state state);
80 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
81 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
82 static uint64_t vmw_user_shader_size;
83
84 static const struct vmw_user_resource_conv user_shader_conv = {
85         .object_type = VMW_RES_SHADER,
86         .base_obj_to_res = vmw_user_shader_base_to_res,
87         .res_free = vmw_user_shader_free
88 };
89
90 const struct vmw_user_resource_conv *user_shader_converter =
91         &user_shader_conv;
92
93
94 static const struct vmw_res_func vmw_gb_shader_func = {
95         .res_type = vmw_res_shader,
96         .needs_backup = true,
97         .may_evict = true,
98         .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_buffer_object *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_bo_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_bo_fence_single(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_bo_fence_single(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         struct ttm_operation_ctx ttm_opt_ctx = {
611                 .interruptible = true,
612                 .no_wait_gpu = false
613         };
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                                    &ttm_opt_ctx);
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_buffer_object *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         struct ttm_operation_ctx ctx = {
738                 .interruptible = true,
739                 .no_wait_gpu = false
740         };
741         int ret;
742
743         /*
744          * Approximate idr memory usage with 128 bytes. It will be limited
745          * by maximum number_of shaders anyway.
746          */
747         if (unlikely(vmw_user_shader_size == 0))
748                 vmw_user_shader_size =
749                         ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;
750
751         ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
752                                    vmw_user_shader_size,
753                                    &ctx);
754         if (unlikely(ret != 0)) {
755                 if (ret != -ERESTARTSYS)
756                         DRM_ERROR("Out of graphics memory for shader "
757                                   "creation.\n");
758                 goto out;
759         }
760
761         ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
762         if (unlikely(!ushader)) {
763                 ttm_mem_global_free(vmw_mem_glob(dev_priv),
764                                     vmw_user_shader_size);
765                 ret = -ENOMEM;
766                 goto out;
767         }
768
769         res = &ushader->shader.res;
770         ushader->base.shareable = false;
771         ushader->base.tfile = NULL;
772
773         /*
774          * From here on, the destructor takes over resource freeing.
775          */
776
777         ret = vmw_gb_shader_init(dev_priv, res, shader_size,
778                                  offset, shader_type, num_input_sig,
779                                  num_output_sig, buffer,
780                                  vmw_user_shader_free);
781         if (unlikely(ret != 0))
782                 goto out;
783
784         tmp = vmw_resource_reference(res);
785         ret = ttm_base_object_init(tfile, &ushader->base, false,
786                                    VMW_RES_SHADER,
787                                    &vmw_user_shader_base_release, NULL);
788
789         if (unlikely(ret != 0)) {
790                 vmw_resource_unreference(&tmp);
791                 goto out_err;
792         }
793
794         if (handle)
795                 *handle = ushader->base.hash.key;
796 out_err:
797         vmw_resource_unreference(&res);
798 out:
799         return ret;
800 }
801
802
803 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
804                                              struct vmw_buffer_object *buffer,
805                                              size_t shader_size,
806                                              size_t offset,
807                                              SVGA3dShaderType shader_type)
808 {
809         struct vmw_shader *shader;
810         struct vmw_resource *res;
811         struct ttm_operation_ctx ctx = {
812                 .interruptible = true,
813                 .no_wait_gpu = false
814         };
815         int ret;
816
817         /*
818          * Approximate idr memory usage with 128 bytes. It will be limited
819          * by maximum number_of shaders anyway.
820          */
821         if (unlikely(vmw_shader_size == 0))
822                 vmw_shader_size =
823                         ttm_round_pot(sizeof(struct vmw_shader)) + 128;
824
825         ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
826                                    vmw_shader_size,
827                                    &ctx);
828         if (unlikely(ret != 0)) {
829                 if (ret != -ERESTARTSYS)
830                         DRM_ERROR("Out of graphics memory for shader "
831                                   "creation.\n");
832                 goto out_err;
833         }
834
835         shader = kzalloc(sizeof(*shader), GFP_KERNEL);
836         if (unlikely(!shader)) {
837                 ttm_mem_global_free(vmw_mem_glob(dev_priv),
838                                     vmw_shader_size);
839                 ret = -ENOMEM;
840                 goto out_err;
841         }
842
843         res = &shader->res;
844
845         /*
846          * From here on, the destructor takes over resource freeing.
847          */
848         ret = vmw_gb_shader_init(dev_priv, res, shader_size,
849                                  offset, shader_type, 0, 0, buffer,
850                                  vmw_shader_free);
851
852 out_err:
853         return ret ? ERR_PTR(ret) : res;
854 }
855
856
857 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
858                              enum drm_vmw_shader_type shader_type_drm,
859                              u32 buffer_handle, size_t size, size_t offset,
860                              uint8_t num_input_sig, uint8_t num_output_sig,
861                              uint32_t *shader_handle)
862 {
863         struct vmw_private *dev_priv = vmw_priv(dev);
864         struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
865         struct vmw_buffer_object *buffer = NULL;
866         SVGA3dShaderType shader_type;
867         int ret;
868
869         if (buffer_handle != SVGA3D_INVALID_ID) {
870                 ret = vmw_user_bo_lookup(tfile, buffer_handle,
871                                              &buffer, NULL);
872                 if (unlikely(ret != 0)) {
873                         DRM_ERROR("Could not find buffer for shader "
874                                   "creation.\n");
875                         return ret;
876                 }
877
878                 if ((u64)buffer->base.num_pages * PAGE_SIZE <
879                     (u64)size + (u64)offset) {
880                         DRM_ERROR("Illegal buffer- or shader size.\n");
881                         ret = -EINVAL;
882                         goto out_bad_arg;
883                 }
884         }
885
886         switch (shader_type_drm) {
887         case drm_vmw_shader_type_vs:
888                 shader_type = SVGA3D_SHADERTYPE_VS;
889                 break;
890         case drm_vmw_shader_type_ps:
891                 shader_type = SVGA3D_SHADERTYPE_PS;
892                 break;
893         default:
894                 DRM_ERROR("Illegal shader type.\n");
895                 ret = -EINVAL;
896                 goto out_bad_arg;
897         }
898
899         ret = ttm_read_lock(&dev_priv->reservation_sem, true);
900         if (unlikely(ret != 0))
901                 goto out_bad_arg;
902
903         ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
904                                     shader_type, num_input_sig,
905                                     num_output_sig, tfile, shader_handle);
906
907         ttm_read_unlock(&dev_priv->reservation_sem);
908 out_bad_arg:
909         vmw_bo_unreference(&buffer);
910         return ret;
911 }
912
913 /**
914  * vmw_shader_id_ok - Check whether a compat shader user key and
915  * shader type are within valid bounds.
916  *
917  * @user_key: User space id of the shader.
918  * @shader_type: Shader type.
919  *
920  * Returns true if valid false if not.
921  */
922 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
923 {
924         return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
925 }
926
927 /**
928  * vmw_shader_key - Compute a hash key suitable for a compat shader.
929  *
930  * @user_key: User space id of the shader.
931  * @shader_type: Shader type.
932  *
933  * Returns a hash key suitable for a command buffer managed resource
934  * manager hash table.
935  */
936 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
937 {
938         return user_key | (shader_type << 20);
939 }
940
941 /**
942  * vmw_shader_remove - Stage a compat shader for removal.
943  *
944  * @man: Pointer to the compat shader manager identifying the shader namespace.
945  * @user_key: The key that is used to identify the shader. The key is
946  * unique to the shader type.
947  * @shader_type: Shader type.
948  * @list: Caller's list of staged command buffer resource actions.
949  */
950 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
951                       u32 user_key, SVGA3dShaderType shader_type,
952                       struct list_head *list)
953 {
954         struct vmw_resource *dummy;
955
956         if (!vmw_shader_id_ok(user_key, shader_type))
957                 return -EINVAL;
958
959         return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
960                                      vmw_shader_key(user_key, shader_type),
961                                      list, &dummy);
962 }
963
964 /**
965  * vmw_compat_shader_add - Create a compat shader and stage it for addition
966  * as a command buffer managed resource.
967  *
968  * @man: Pointer to the compat shader manager identifying the shader namespace.
969  * @user_key: The key that is used to identify the shader. The key is
970  * unique to the shader type.
971  * @bytecode: Pointer to the bytecode of the shader.
972  * @shader_type: Shader type.
973  * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
974  * to be created with.
975  * @list: Caller's list of staged command buffer resource actions.
976  *
977  */
978 int vmw_compat_shader_add(struct vmw_private *dev_priv,
979                           struct vmw_cmdbuf_res_manager *man,
980                           u32 user_key, const void *bytecode,
981                           SVGA3dShaderType shader_type,
982                           size_t size,
983                           struct list_head *list)
984 {
985         struct ttm_operation_ctx ctx = { false, true };
986         struct vmw_buffer_object *buf;
987         struct ttm_bo_kmap_obj map;
988         bool is_iomem;
989         int ret;
990         struct vmw_resource *res;
991
992         if (!vmw_shader_id_ok(user_key, shader_type))
993                 return -EINVAL;
994
995         /* Allocate and pin a DMA buffer */
996         buf = kzalloc(sizeof(*buf), GFP_KERNEL);
997         if (unlikely(!buf))
998                 return -ENOMEM;
999
1000         ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_ne_placement,
1001                               true, vmw_bo_bo_free);
1002         if (unlikely(ret != 0))
1003                 goto out;
1004
1005         ret = ttm_bo_reserve(&buf->base, false, true, NULL);
1006         if (unlikely(ret != 0))
1007                 goto no_reserve;
1008
1009         /* Map and copy shader bytecode. */
1010         ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
1011                           &map);
1012         if (unlikely(ret != 0)) {
1013                 ttm_bo_unreserve(&buf->base);
1014                 goto no_reserve;
1015         }
1016
1017         memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
1018         WARN_ON(is_iomem);
1019
1020         ttm_bo_kunmap(&map);
1021         ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
1022         WARN_ON(ret != 0);
1023         ttm_bo_unreserve(&buf->base);
1024
1025         res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1026         if (unlikely(ret != 0))
1027                 goto no_reserve;
1028
1029         ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1030                                  vmw_shader_key(user_key, shader_type),
1031                                  res, list);
1032         vmw_resource_unreference(&res);
1033 no_reserve:
1034         vmw_bo_unreference(&buf);
1035 out:
1036         return ret;
1037 }
1038
1039 /**
1040  * vmw_shader_lookup - Look up a compat shader
1041  *
1042  * @man: Pointer to the command buffer managed resource manager identifying
1043  * the shader namespace.
1044  * @user_key: The user space id of the shader.
1045  * @shader_type: The shader type.
1046  *
1047  * Returns a refcounted pointer to a struct vmw_resource if the shader was
1048  * found. An error pointer otherwise.
1049  */
1050 struct vmw_resource *
1051 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1052                   u32 user_key,
1053                   SVGA3dShaderType shader_type)
1054 {
1055         if (!vmw_shader_id_ok(user_key, shader_type))
1056                 return ERR_PTR(-EINVAL);
1057
1058         return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1059                                      vmw_shader_key(user_key, shader_type));
1060 }
1061
1062 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1063                              struct drm_file *file_priv)
1064 {
1065         struct drm_vmw_shader_create_arg *arg =
1066                 (struct drm_vmw_shader_create_arg *)data;
1067
1068         return vmw_shader_define(dev, file_priv, arg->shader_type,
1069                                  arg->buffer_handle,
1070                                  arg->size, arg->offset,
1071                                  0, 0,
1072                                  &arg->shader_handle);
1073 }