Merge tag 'reset-fixes-for-v5.14' of git://git.pengutronix.de/pza/linux into arm...
[linux-2.6-microblaze.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         .prio = 3,
99         .dirty_prio = 3,
100         .type_name = "guest backed shaders",
101         .backup_placement = &vmw_mob_placement,
102         .create = vmw_gb_shader_create,
103         .destroy = vmw_gb_shader_destroy,
104         .bind = vmw_gb_shader_bind,
105         .unbind = vmw_gb_shader_unbind
106 };
107
108 static const struct vmw_res_func vmw_dx_shader_func = {
109         .res_type = vmw_res_shader,
110         .needs_backup = true,
111         .may_evict = true,
112         .prio = 3,
113         .dirty_prio = 3,
114         .type_name = "dx shaders",
115         .backup_placement = &vmw_mob_placement,
116         .create = vmw_dx_shader_create,
117         /*
118          * The destroy callback is only called with a committed resource on
119          * context destroy, in which case we destroy the cotable anyway,
120          * so there's no need to destroy DX shaders separately.
121          */
122         .destroy = NULL,
123         .bind = vmw_dx_shader_bind,
124         .unbind = vmw_dx_shader_unbind,
125         .commit_notify = vmw_dx_shader_commit_notify,
126 };
127
128 /*
129  * Shader management:
130  */
131
132 static inline struct vmw_shader *
133 vmw_res_to_shader(struct vmw_resource *res)
134 {
135         return container_of(res, struct vmw_shader, res);
136 }
137
138 /**
139  * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
140  * struct vmw_dx_shader
141  *
142  * @res: Pointer to the struct vmw_resource.
143  */
144 static inline struct vmw_dx_shader *
145 vmw_res_to_dx_shader(struct vmw_resource *res)
146 {
147         return container_of(res, struct vmw_dx_shader, res);
148 }
149
150 static void vmw_hw_shader_destroy(struct vmw_resource *res)
151 {
152         if (likely(res->func->destroy))
153                 (void) res->func->destroy(res);
154         else
155                 res->id = -1;
156 }
157
158
159 static int vmw_gb_shader_init(struct vmw_private *dev_priv,
160                               struct vmw_resource *res,
161                               uint32_t size,
162                               uint64_t offset,
163                               SVGA3dShaderType type,
164                               uint8_t num_input_sig,
165                               uint8_t num_output_sig,
166                               struct vmw_buffer_object *byte_code,
167                               void (*res_free) (struct vmw_resource *res))
168 {
169         struct vmw_shader *shader = vmw_res_to_shader(res);
170         int ret;
171
172         ret = vmw_resource_init(dev_priv, res, true, res_free,
173                                 &vmw_gb_shader_func);
174
175         if (unlikely(ret != 0)) {
176                 if (res_free)
177                         res_free(res);
178                 else
179                         kfree(res);
180                 return ret;
181         }
182
183         res->backup_size = size;
184         if (byte_code) {
185                 res->backup = vmw_bo_reference(byte_code);
186                 res->backup_offset = offset;
187         }
188         shader->size = size;
189         shader->type = type;
190         shader->num_input_sig = num_input_sig;
191         shader->num_output_sig = num_output_sig;
192
193         res->hw_destroy = vmw_hw_shader_destroy;
194         return 0;
195 }
196
197 /*
198  * GB shader code:
199  */
200
201 static int vmw_gb_shader_create(struct vmw_resource *res)
202 {
203         struct vmw_private *dev_priv = res->dev_priv;
204         struct vmw_shader *shader = vmw_res_to_shader(res);
205         int ret;
206         struct {
207                 SVGA3dCmdHeader header;
208                 SVGA3dCmdDefineGBShader body;
209         } *cmd;
210
211         if (likely(res->id != -1))
212                 return 0;
213
214         ret = vmw_resource_alloc_id(res);
215         if (unlikely(ret != 0)) {
216                 DRM_ERROR("Failed to allocate a shader id.\n");
217                 goto out_no_id;
218         }
219
220         if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
221                 ret = -EBUSY;
222                 goto out_no_fifo;
223         }
224
225         cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
226         if (unlikely(cmd == NULL)) {
227                 ret = -ENOMEM;
228                 goto out_no_fifo;
229         }
230
231         cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
232         cmd->header.size = sizeof(cmd->body);
233         cmd->body.shid = res->id;
234         cmd->body.type = shader->type;
235         cmd->body.sizeInBytes = shader->size;
236         vmw_cmd_commit(dev_priv, sizeof(*cmd));
237         vmw_fifo_resource_inc(dev_priv);
238
239         return 0;
240
241 out_no_fifo:
242         vmw_resource_release_id(res);
243 out_no_id:
244         return ret;
245 }
246
247 static int vmw_gb_shader_bind(struct vmw_resource *res,
248                               struct ttm_validate_buffer *val_buf)
249 {
250         struct vmw_private *dev_priv = res->dev_priv;
251         struct {
252                 SVGA3dCmdHeader header;
253                 SVGA3dCmdBindGBShader body;
254         } *cmd;
255         struct ttm_buffer_object *bo = val_buf->bo;
256
257         BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
258
259         cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
260         if (unlikely(cmd == NULL))
261                 return -ENOMEM;
262
263         cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
264         cmd->header.size = sizeof(cmd->body);
265         cmd->body.shid = res->id;
266         cmd->body.mobid = bo->resource->start;
267         cmd->body.offsetInBytes = res->backup_offset;
268         res->backup_dirty = false;
269         vmw_cmd_commit(dev_priv, sizeof(*cmd));
270
271         return 0;
272 }
273
274 static int vmw_gb_shader_unbind(struct vmw_resource *res,
275                                 bool readback,
276                                 struct ttm_validate_buffer *val_buf)
277 {
278         struct vmw_private *dev_priv = res->dev_priv;
279         struct {
280                 SVGA3dCmdHeader header;
281                 SVGA3dCmdBindGBShader body;
282         } *cmd;
283         struct vmw_fence_obj *fence;
284
285         BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB);
286
287         cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
288         if (unlikely(cmd == NULL))
289                 return -ENOMEM;
290
291         cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
292         cmd->header.size = sizeof(cmd->body);
293         cmd->body.shid = res->id;
294         cmd->body.mobid = SVGA3D_INVALID_ID;
295         cmd->body.offsetInBytes = 0;
296         vmw_cmd_commit(dev_priv, sizeof(*cmd));
297
298         /*
299          * Create a fence object and fence the backup buffer.
300          */
301
302         (void) vmw_execbuf_fence_commands(NULL, dev_priv,
303                                           &fence, NULL);
304
305         vmw_bo_fence_single(val_buf->bo, fence);
306
307         if (likely(fence != NULL))
308                 vmw_fence_obj_unreference(&fence);
309
310         return 0;
311 }
312
313 static int vmw_gb_shader_destroy(struct vmw_resource *res)
314 {
315         struct vmw_private *dev_priv = res->dev_priv;
316         struct {
317                 SVGA3dCmdHeader header;
318                 SVGA3dCmdDestroyGBShader body;
319         } *cmd;
320
321         if (likely(res->id == -1))
322                 return 0;
323
324         mutex_lock(&dev_priv->binding_mutex);
325         vmw_binding_res_list_scrub(&res->binding_head);
326
327         cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
328         if (unlikely(cmd == NULL)) {
329                 mutex_unlock(&dev_priv->binding_mutex);
330                 return -ENOMEM;
331         }
332
333         cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
334         cmd->header.size = sizeof(cmd->body);
335         cmd->body.shid = res->id;
336         vmw_cmd_commit(dev_priv, sizeof(*cmd));
337         mutex_unlock(&dev_priv->binding_mutex);
338         vmw_resource_release_id(res);
339         vmw_fifo_resource_dec(dev_priv);
340
341         return 0;
342 }
343
344 /*
345  * DX shader code:
346  */
347
348 /**
349  * vmw_dx_shader_commit_notify - Notify that a shader operation has been
350  * committed to hardware from a user-supplied command stream.
351  *
352  * @res: Pointer to the shader resource.
353  * @state: Indicating whether a creation or removal has been committed.
354  *
355  */
356 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
357                                         enum vmw_cmdbuf_res_state state)
358 {
359         struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
360         struct vmw_private *dev_priv = res->dev_priv;
361
362         if (state == VMW_CMDBUF_RES_ADD) {
363                 mutex_lock(&dev_priv->binding_mutex);
364                 vmw_cotable_add_resource(shader->cotable,
365                                          &shader->cotable_head);
366                 shader->committed = true;
367                 res->id = shader->id;
368                 mutex_unlock(&dev_priv->binding_mutex);
369         } else {
370                 mutex_lock(&dev_priv->binding_mutex);
371                 list_del_init(&shader->cotable_head);
372                 shader->committed = false;
373                 res->id = -1;
374                 mutex_unlock(&dev_priv->binding_mutex);
375         }
376 }
377
378 /**
379  * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
380  *
381  * @res: The shader resource
382  *
383  * This function reverts a scrub operation.
384  */
385 static int vmw_dx_shader_unscrub(struct vmw_resource *res)
386 {
387         struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
388         struct vmw_private *dev_priv = res->dev_priv;
389         struct {
390                 SVGA3dCmdHeader header;
391                 SVGA3dCmdDXBindShader body;
392         } *cmd;
393
394         if (!list_empty(&shader->cotable_head) || !shader->committed)
395                 return 0;
396
397         cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id);
398         if (unlikely(cmd == NULL))
399                 return -ENOMEM;
400
401         cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
402         cmd->header.size = sizeof(cmd->body);
403         cmd->body.cid = shader->ctx->id;
404         cmd->body.shid = shader->id;
405         cmd->body.mobid = res->backup->base.resource->start;
406         cmd->body.offsetInBytes = res->backup_offset;
407         vmw_cmd_commit(dev_priv, sizeof(*cmd));
408
409         vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
410
411         return 0;
412 }
413
414 /**
415  * vmw_dx_shader_create - The DX shader create callback
416  *
417  * @res: The DX shader resource
418  *
419  * The create callback is called as part of resource validation and
420  * makes sure that we unscrub the shader if it's previously been scrubbed.
421  */
422 static int vmw_dx_shader_create(struct vmw_resource *res)
423 {
424         struct vmw_private *dev_priv = res->dev_priv;
425         struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
426         int ret = 0;
427
428         WARN_ON_ONCE(!shader->committed);
429
430         if (vmw_resource_mob_attached(res)) {
431                 mutex_lock(&dev_priv->binding_mutex);
432                 ret = vmw_dx_shader_unscrub(res);
433                 mutex_unlock(&dev_priv->binding_mutex);
434         }
435
436         res->id = shader->id;
437         return ret;
438 }
439
440 /**
441  * vmw_dx_shader_bind - The DX shader bind callback
442  *
443  * @res: The DX shader resource
444  * @val_buf: Pointer to the validate buffer.
445  *
446  */
447 static int vmw_dx_shader_bind(struct vmw_resource *res,
448                               struct ttm_validate_buffer *val_buf)
449 {
450         struct vmw_private *dev_priv = res->dev_priv;
451         struct ttm_buffer_object *bo = val_buf->bo;
452
453         BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
454         mutex_lock(&dev_priv->binding_mutex);
455         vmw_dx_shader_unscrub(res);
456         mutex_unlock(&dev_priv->binding_mutex);
457
458         return 0;
459 }
460
461 /**
462  * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
463  *
464  * @res: The shader resource
465  *
466  * This function unbinds a MOB from the DX shader without requiring the
467  * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
468  * However, once the driver eventually decides to unbind the MOB, it doesn't
469  * need to access the context.
470  */
471 static int vmw_dx_shader_scrub(struct vmw_resource *res)
472 {
473         struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
474         struct vmw_private *dev_priv = res->dev_priv;
475         struct {
476                 SVGA3dCmdHeader header;
477                 SVGA3dCmdDXBindShader body;
478         } *cmd;
479
480         if (list_empty(&shader->cotable_head))
481                 return 0;
482
483         WARN_ON_ONCE(!shader->committed);
484         cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
485         if (unlikely(cmd == NULL))
486                 return -ENOMEM;
487
488         cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
489         cmd->header.size = sizeof(cmd->body);
490         cmd->body.cid = shader->ctx->id;
491         cmd->body.shid = res->id;
492         cmd->body.mobid = SVGA3D_INVALID_ID;
493         cmd->body.offsetInBytes = 0;
494         vmw_cmd_commit(dev_priv, sizeof(*cmd));
495         res->id = -1;
496         list_del_init(&shader->cotable_head);
497
498         return 0;
499 }
500
501 /**
502  * vmw_dx_shader_unbind - The dx shader unbind callback.
503  *
504  * @res: The shader resource
505  * @readback: Whether this is a readback unbind. Currently unused.
506  * @val_buf: MOB buffer information.
507  */
508 static int vmw_dx_shader_unbind(struct vmw_resource *res,
509                                 bool readback,
510                                 struct ttm_validate_buffer *val_buf)
511 {
512         struct vmw_private *dev_priv = res->dev_priv;
513         struct vmw_fence_obj *fence;
514         int ret;
515
516         BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB);
517
518         mutex_lock(&dev_priv->binding_mutex);
519         ret = vmw_dx_shader_scrub(res);
520         mutex_unlock(&dev_priv->binding_mutex);
521
522         if (ret)
523                 return ret;
524
525         (void) vmw_execbuf_fence_commands(NULL, dev_priv,
526                                           &fence, NULL);
527         vmw_bo_fence_single(val_buf->bo, fence);
528
529         if (likely(fence != NULL))
530                 vmw_fence_obj_unreference(&fence);
531
532         return 0;
533 }
534
535 /**
536  * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
537  * DX shaders.
538  *
539  * @dev_priv: Pointer to device private structure.
540  * @list: The list of cotable resources.
541  * @readback: Whether the call was part of a readback unbind.
542  *
543  * Scrubs all shader MOBs so that any subsequent shader unbind or shader
544  * destroy operation won't need to swap in the context.
545  */
546 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
547                                       struct list_head *list,
548                                       bool readback)
549 {
550         struct vmw_dx_shader *entry, *next;
551
552         lockdep_assert_held_once(&dev_priv->binding_mutex);
553
554         list_for_each_entry_safe(entry, next, list, cotable_head) {
555                 WARN_ON(vmw_dx_shader_scrub(&entry->res));
556                 if (!readback)
557                         entry->committed = false;
558         }
559 }
560
561 /**
562  * vmw_dx_shader_res_free - The DX shader free callback
563  *
564  * @res: The shader resource
565  *
566  * Frees the DX shader resource and updates memory accounting.
567  */
568 static void vmw_dx_shader_res_free(struct vmw_resource *res)
569 {
570         struct vmw_private *dev_priv = res->dev_priv;
571         struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
572
573         vmw_resource_unreference(&shader->cotable);
574         kfree(shader);
575         ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
576 }
577
578 /**
579  * vmw_dx_shader_add - Add a shader resource as a command buffer managed
580  * resource.
581  *
582  * @man: The command buffer resource manager.
583  * @ctx: Pointer to the context resource.
584  * @user_key: The id used for this shader.
585  * @shader_type: The shader type.
586  * @list: The list of staged command buffer managed resources.
587  */
588 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
589                       struct vmw_resource *ctx,
590                       u32 user_key,
591                       SVGA3dShaderType shader_type,
592                       struct list_head *list)
593 {
594         struct vmw_dx_shader *shader;
595         struct vmw_resource *res;
596         struct vmw_private *dev_priv = ctx->dev_priv;
597         struct ttm_operation_ctx ttm_opt_ctx = {
598                 .interruptible = true,
599                 .no_wait_gpu = false
600         };
601         int ret;
602
603         if (!vmw_shader_dx_size)
604                 vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
605
606         if (!vmw_shader_id_ok(user_key, shader_type))
607                 return -EINVAL;
608
609         ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
610                                    &ttm_opt_ctx);
611         if (ret) {
612                 if (ret != -ERESTARTSYS)
613                         DRM_ERROR("Out of graphics memory for shader "
614                                   "creation.\n");
615                 return ret;
616         }
617
618         shader = kmalloc(sizeof(*shader), GFP_KERNEL);
619         if (!shader) {
620                 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
621                 return -ENOMEM;
622         }
623
624         res = &shader->res;
625         shader->ctx = ctx;
626         shader->cotable = vmw_resource_reference
627                 (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
628         shader->id = user_key;
629         shader->committed = false;
630         INIT_LIST_HEAD(&shader->cotable_head);
631         ret = vmw_resource_init(dev_priv, res, true,
632                                 vmw_dx_shader_res_free, &vmw_dx_shader_func);
633         if (ret)
634                 goto out_resource_init;
635
636         /*
637          * The user_key name-space is not per shader type for DX shaders,
638          * so when hashing, use a single zero shader type.
639          */
640         ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
641                                  vmw_shader_key(user_key, 0),
642                                  res, list);
643         if (ret)
644                 goto out_resource_init;
645
646         res->id = shader->id;
647         res->hw_destroy = vmw_hw_shader_destroy;
648
649 out_resource_init:
650         vmw_resource_unreference(&res);
651
652         return ret;
653 }
654
655
656
657 /*
658  * User-space shader management:
659  */
660
661 static struct vmw_resource *
662 vmw_user_shader_base_to_res(struct ttm_base_object *base)
663 {
664         return &(container_of(base, struct vmw_user_shader, base)->
665                  shader.res);
666 }
667
668 static void vmw_user_shader_free(struct vmw_resource *res)
669 {
670         struct vmw_user_shader *ushader =
671                 container_of(res, struct vmw_user_shader, shader.res);
672         struct vmw_private *dev_priv = res->dev_priv;
673
674         ttm_base_object_kfree(ushader, base);
675         ttm_mem_global_free(vmw_mem_glob(dev_priv),
676                             vmw_user_shader_size);
677 }
678
679 static void vmw_shader_free(struct vmw_resource *res)
680 {
681         struct vmw_shader *shader = vmw_res_to_shader(res);
682         struct vmw_private *dev_priv = res->dev_priv;
683
684         kfree(shader);
685         ttm_mem_global_free(vmw_mem_glob(dev_priv),
686                             vmw_shader_size);
687 }
688
689 /*
690  * This function is called when user space has no more references on the
691  * base object. It releases the base-object's reference on the resource object.
692  */
693
694 static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
695 {
696         struct ttm_base_object *base = *p_base;
697         struct vmw_resource *res = vmw_user_shader_base_to_res(base);
698
699         *p_base = NULL;
700         vmw_resource_unreference(&res);
701 }
702
703 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
704                               struct drm_file *file_priv)
705 {
706         struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
707         struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
708
709         return ttm_ref_object_base_unref(tfile, arg->handle,
710                                          TTM_REF_USAGE);
711 }
712
713 static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
714                                  struct vmw_buffer_object *buffer,
715                                  size_t shader_size,
716                                  size_t offset,
717                                  SVGA3dShaderType shader_type,
718                                  uint8_t num_input_sig,
719                                  uint8_t num_output_sig,
720                                  struct ttm_object_file *tfile,
721                                  u32 *handle)
722 {
723         struct vmw_user_shader *ushader;
724         struct vmw_resource *res, *tmp;
725         struct ttm_operation_ctx ctx = {
726                 .interruptible = true,
727                 .no_wait_gpu = false
728         };
729         int ret;
730
731         if (unlikely(vmw_user_shader_size == 0))
732                 vmw_user_shader_size =
733                         ttm_round_pot(sizeof(struct vmw_user_shader)) +
734                         VMW_IDA_ACC_SIZE + TTM_OBJ_EXTRA_SIZE;
735
736         ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
737                                    vmw_user_shader_size,
738                                    &ctx);
739         if (unlikely(ret != 0)) {
740                 if (ret != -ERESTARTSYS)
741                         DRM_ERROR("Out of graphics memory for shader "
742                                   "creation.\n");
743                 goto out;
744         }
745
746         ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
747         if (unlikely(!ushader)) {
748                 ttm_mem_global_free(vmw_mem_glob(dev_priv),
749                                     vmw_user_shader_size);
750                 ret = -ENOMEM;
751                 goto out;
752         }
753
754         res = &ushader->shader.res;
755         ushader->base.shareable = false;
756         ushader->base.tfile = NULL;
757
758         /*
759          * From here on, the destructor takes over resource freeing.
760          */
761
762         ret = vmw_gb_shader_init(dev_priv, res, shader_size,
763                                  offset, shader_type, num_input_sig,
764                                  num_output_sig, buffer,
765                                  vmw_user_shader_free);
766         if (unlikely(ret != 0))
767                 goto out;
768
769         tmp = vmw_resource_reference(res);
770         ret = ttm_base_object_init(tfile, &ushader->base, false,
771                                    VMW_RES_SHADER,
772                                    &vmw_user_shader_base_release, NULL);
773
774         if (unlikely(ret != 0)) {
775                 vmw_resource_unreference(&tmp);
776                 goto out_err;
777         }
778
779         if (handle)
780                 *handle = ushader->base.handle;
781 out_err:
782         vmw_resource_unreference(&res);
783 out:
784         return ret;
785 }
786
787
788 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
789                                              struct vmw_buffer_object *buffer,
790                                              size_t shader_size,
791                                              size_t offset,
792                                              SVGA3dShaderType shader_type)
793 {
794         struct vmw_shader *shader;
795         struct vmw_resource *res;
796         struct ttm_operation_ctx ctx = {
797                 .interruptible = true,
798                 .no_wait_gpu = false
799         };
800         int ret;
801
802         if (unlikely(vmw_shader_size == 0))
803                 vmw_shader_size =
804                         ttm_round_pot(sizeof(struct vmw_shader)) +
805                         VMW_IDA_ACC_SIZE;
806
807         ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
808                                    vmw_shader_size,
809                                    &ctx);
810         if (unlikely(ret != 0)) {
811                 if (ret != -ERESTARTSYS)
812                         DRM_ERROR("Out of graphics memory for shader "
813                                   "creation.\n");
814                 goto out_err;
815         }
816
817         shader = kzalloc(sizeof(*shader), GFP_KERNEL);
818         if (unlikely(!shader)) {
819                 ttm_mem_global_free(vmw_mem_glob(dev_priv),
820                                     vmw_shader_size);
821                 ret = -ENOMEM;
822                 goto out_err;
823         }
824
825         res = &shader->res;
826
827         /*
828          * From here on, the destructor takes over resource freeing.
829          */
830         ret = vmw_gb_shader_init(dev_priv, res, shader_size,
831                                  offset, shader_type, 0, 0, buffer,
832                                  vmw_shader_free);
833
834 out_err:
835         return ret ? ERR_PTR(ret) : res;
836 }
837
838
839 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
840                              enum drm_vmw_shader_type shader_type_drm,
841                              u32 buffer_handle, size_t size, size_t offset,
842                              uint8_t num_input_sig, uint8_t num_output_sig,
843                              uint32_t *shader_handle)
844 {
845         struct vmw_private *dev_priv = vmw_priv(dev);
846         struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
847         struct vmw_buffer_object *buffer = NULL;
848         SVGA3dShaderType shader_type;
849         int ret;
850
851         if (buffer_handle != SVGA3D_INVALID_ID) {
852                 ret = vmw_user_bo_lookup(tfile, buffer_handle,
853                                              &buffer, NULL);
854                 if (unlikely(ret != 0)) {
855                         VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
856                         return ret;
857                 }
858
859                 if ((u64)buffer->base.base.size < (u64)size + (u64)offset) {
860                         VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
861                         ret = -EINVAL;
862                         goto out_bad_arg;
863                 }
864         }
865
866         switch (shader_type_drm) {
867         case drm_vmw_shader_type_vs:
868                 shader_type = SVGA3D_SHADERTYPE_VS;
869                 break;
870         case drm_vmw_shader_type_ps:
871                 shader_type = SVGA3D_SHADERTYPE_PS;
872                 break;
873         default:
874                 VMW_DEBUG_USER("Illegal shader type.\n");
875                 ret = -EINVAL;
876                 goto out_bad_arg;
877         }
878
879         ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
880                                     shader_type, num_input_sig,
881                                     num_output_sig, tfile, shader_handle);
882 out_bad_arg:
883         vmw_bo_unreference(&buffer);
884         return ret;
885 }
886
887 /**
888  * vmw_shader_id_ok - Check whether a compat shader user key and
889  * shader type are within valid bounds.
890  *
891  * @user_key: User space id of the shader.
892  * @shader_type: Shader type.
893  *
894  * Returns true if valid false if not.
895  */
896 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
897 {
898         return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
899 }
900
901 /**
902  * vmw_shader_key - Compute a hash key suitable for a compat shader.
903  *
904  * @user_key: User space id of the shader.
905  * @shader_type: Shader type.
906  *
907  * Returns a hash key suitable for a command buffer managed resource
908  * manager hash table.
909  */
910 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
911 {
912         return user_key | (shader_type << 20);
913 }
914
915 /**
916  * vmw_shader_remove - Stage a compat shader for removal.
917  *
918  * @man: Pointer to the compat shader manager identifying the shader namespace.
919  * @user_key: The key that is used to identify the shader. The key is
920  * unique to the shader type.
921  * @shader_type: Shader type.
922  * @list: Caller's list of staged command buffer resource actions.
923  */
924 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
925                       u32 user_key, SVGA3dShaderType shader_type,
926                       struct list_head *list)
927 {
928         struct vmw_resource *dummy;
929
930         if (!vmw_shader_id_ok(user_key, shader_type))
931                 return -EINVAL;
932
933         return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
934                                      vmw_shader_key(user_key, shader_type),
935                                      list, &dummy);
936 }
937
938 /**
939  * vmw_compat_shader_add - Create a compat shader and stage it for addition
940  * as a command buffer managed resource.
941  *
942  * @dev_priv: Pointer to device private structure.
943  * @man: Pointer to the compat shader manager identifying the shader namespace.
944  * @user_key: The key that is used to identify the shader. The key is
945  * unique to the shader type.
946  * @bytecode: Pointer to the bytecode of the shader.
947  * @shader_type: Shader type.
948  * @size: Command size.
949  * @list: Caller's list of staged command buffer resource actions.
950  *
951  */
952 int vmw_compat_shader_add(struct vmw_private *dev_priv,
953                           struct vmw_cmdbuf_res_manager *man,
954                           u32 user_key, const void *bytecode,
955                           SVGA3dShaderType shader_type,
956                           size_t size,
957                           struct list_head *list)
958 {
959         struct ttm_operation_ctx ctx = { false, true };
960         struct vmw_buffer_object *buf;
961         struct ttm_bo_kmap_obj map;
962         bool is_iomem;
963         int ret;
964         struct vmw_resource *res;
965
966         if (!vmw_shader_id_ok(user_key, shader_type))
967                 return -EINVAL;
968
969         /* Allocate and pin a DMA buffer */
970         buf = kzalloc(sizeof(*buf), GFP_KERNEL);
971         if (unlikely(!buf))
972                 return -ENOMEM;
973
974         ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_placement,
975                               true, true, vmw_bo_bo_free);
976         if (unlikely(ret != 0))
977                 goto out;
978
979         ret = ttm_bo_reserve(&buf->base, false, true, NULL);
980         if (unlikely(ret != 0))
981                 goto no_reserve;
982
983         /* Map and copy shader bytecode. */
984         ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
985                           &map);
986         if (unlikely(ret != 0)) {
987                 ttm_bo_unreserve(&buf->base);
988                 goto no_reserve;
989         }
990
991         memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
992         WARN_ON(is_iomem);
993
994         ttm_bo_kunmap(&map);
995         ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
996         WARN_ON(ret != 0);
997         ttm_bo_unreserve(&buf->base);
998
999         res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1000         if (unlikely(ret != 0))
1001                 goto no_reserve;
1002
1003         ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1004                                  vmw_shader_key(user_key, shader_type),
1005                                  res, list);
1006         vmw_resource_unreference(&res);
1007 no_reserve:
1008         vmw_bo_unreference(&buf);
1009 out:
1010         return ret;
1011 }
1012
1013 /**
1014  * vmw_shader_lookup - Look up a compat shader
1015  *
1016  * @man: Pointer to the command buffer managed resource manager identifying
1017  * the shader namespace.
1018  * @user_key: The user space id of the shader.
1019  * @shader_type: The shader type.
1020  *
1021  * Returns a refcounted pointer to a struct vmw_resource if the shader was
1022  * found. An error pointer otherwise.
1023  */
1024 struct vmw_resource *
1025 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1026                   u32 user_key,
1027                   SVGA3dShaderType shader_type)
1028 {
1029         if (!vmw_shader_id_ok(user_key, shader_type))
1030                 return ERR_PTR(-EINVAL);
1031
1032         return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1033                                      vmw_shader_key(user_key, shader_type));
1034 }
1035
1036 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1037                              struct drm_file *file_priv)
1038 {
1039         struct drm_vmw_shader_create_arg *arg =
1040                 (struct drm_vmw_shader_create_arg *)data;
1041
1042         return vmw_shader_define(dev, file_priv, arg->shader_type,
1043                                  arg->buffer_handle,
1044                                  arg->size, arg->offset,
1045                                  0, 0,
1046                                  &arg->shader_handle);
1047 }