Merge branch 'drm-next-5.2' of git://people.freedesktop.org/~agd5f/linux into drm...
[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         .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         res->hw_destroy = 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         lockdep_assert_held_once(&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_resource_reference
640                 (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
641         shader->id = user_key;
642         shader->committed = false;
643         INIT_LIST_HEAD(&shader->cotable_head);
644         ret = vmw_resource_init(dev_priv, res, true,
645                                 vmw_dx_shader_res_free, &vmw_dx_shader_func);
646         if (ret)
647                 goto out_resource_init;
648
649         /*
650          * The user_key name-space is not per shader type for DX shaders,
651          * so when hashing, use a single zero shader type.
652          */
653         ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
654                                  vmw_shader_key(user_key, 0),
655                                  res, list);
656         if (ret)
657                 goto out_resource_init;
658
659         res->id = shader->id;
660         res->hw_destroy = vmw_hw_shader_destroy;
661
662 out_resource_init:
663         vmw_resource_unreference(&res);
664
665         return ret;
666 }
667
668
669
670 /**
671  * User-space shader management:
672  */
673
674 static struct vmw_resource *
675 vmw_user_shader_base_to_res(struct ttm_base_object *base)
676 {
677         return &(container_of(base, struct vmw_user_shader, base)->
678                  shader.res);
679 }
680
681 static void vmw_user_shader_free(struct vmw_resource *res)
682 {
683         struct vmw_user_shader *ushader =
684                 container_of(res, struct vmw_user_shader, shader.res);
685         struct vmw_private *dev_priv = res->dev_priv;
686
687         ttm_base_object_kfree(ushader, base);
688         ttm_mem_global_free(vmw_mem_glob(dev_priv),
689                             vmw_user_shader_size);
690 }
691
692 static void vmw_shader_free(struct vmw_resource *res)
693 {
694         struct vmw_shader *shader = vmw_res_to_shader(res);
695         struct vmw_private *dev_priv = res->dev_priv;
696
697         kfree(shader);
698         ttm_mem_global_free(vmw_mem_glob(dev_priv),
699                             vmw_shader_size);
700 }
701
702 /**
703  * This function is called when user space has no more references on the
704  * base object. It releases the base-object's reference on the resource object.
705  */
706
707 static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
708 {
709         struct ttm_base_object *base = *p_base;
710         struct vmw_resource *res = vmw_user_shader_base_to_res(base);
711
712         *p_base = NULL;
713         vmw_resource_unreference(&res);
714 }
715
716 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
717                               struct drm_file *file_priv)
718 {
719         struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
720         struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
721
722         return ttm_ref_object_base_unref(tfile, arg->handle,
723                                          TTM_REF_USAGE);
724 }
725
726 static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
727                                  struct vmw_buffer_object *buffer,
728                                  size_t shader_size,
729                                  size_t offset,
730                                  SVGA3dShaderType shader_type,
731                                  uint8_t num_input_sig,
732                                  uint8_t num_output_sig,
733                                  struct ttm_object_file *tfile,
734                                  u32 *handle)
735 {
736         struct vmw_user_shader *ushader;
737         struct vmw_resource *res, *tmp;
738         struct ttm_operation_ctx ctx = {
739                 .interruptible = true,
740                 .no_wait_gpu = false
741         };
742         int ret;
743
744         if (unlikely(vmw_user_shader_size == 0))
745                 vmw_user_shader_size =
746                         ttm_round_pot(sizeof(struct vmw_user_shader)) +
747                         VMW_IDA_ACC_SIZE + TTM_OBJ_EXTRA_SIZE;
748
749         ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
750                                    vmw_user_shader_size,
751                                    &ctx);
752         if (unlikely(ret != 0)) {
753                 if (ret != -ERESTARTSYS)
754                         DRM_ERROR("Out of graphics memory for shader "
755                                   "creation.\n");
756                 goto out;
757         }
758
759         ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
760         if (unlikely(!ushader)) {
761                 ttm_mem_global_free(vmw_mem_glob(dev_priv),
762                                     vmw_user_shader_size);
763                 ret = -ENOMEM;
764                 goto out;
765         }
766
767         res = &ushader->shader.res;
768         ushader->base.shareable = false;
769         ushader->base.tfile = NULL;
770
771         /*
772          * From here on, the destructor takes over resource freeing.
773          */
774
775         ret = vmw_gb_shader_init(dev_priv, res, shader_size,
776                                  offset, shader_type, num_input_sig,
777                                  num_output_sig, buffer,
778                                  vmw_user_shader_free);
779         if (unlikely(ret != 0))
780                 goto out;
781
782         tmp = vmw_resource_reference(res);
783         ret = ttm_base_object_init(tfile, &ushader->base, false,
784                                    VMW_RES_SHADER,
785                                    &vmw_user_shader_base_release, NULL);
786
787         if (unlikely(ret != 0)) {
788                 vmw_resource_unreference(&tmp);
789                 goto out_err;
790         }
791
792         if (handle)
793                 *handle = ushader->base.handle;
794 out_err:
795         vmw_resource_unreference(&res);
796 out:
797         return ret;
798 }
799
800
801 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
802                                              struct vmw_buffer_object *buffer,
803                                              size_t shader_size,
804                                              size_t offset,
805                                              SVGA3dShaderType shader_type)
806 {
807         struct vmw_shader *shader;
808         struct vmw_resource *res;
809         struct ttm_operation_ctx ctx = {
810                 .interruptible = true,
811                 .no_wait_gpu = false
812         };
813         int ret;
814
815         if (unlikely(vmw_shader_size == 0))
816                 vmw_shader_size =
817                         ttm_round_pot(sizeof(struct vmw_shader)) +
818                         VMW_IDA_ACC_SIZE;
819
820         ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
821                                    vmw_shader_size,
822                                    &ctx);
823         if (unlikely(ret != 0)) {
824                 if (ret != -ERESTARTSYS)
825                         DRM_ERROR("Out of graphics memory for shader "
826                                   "creation.\n");
827                 goto out_err;
828         }
829
830         shader = kzalloc(sizeof(*shader), GFP_KERNEL);
831         if (unlikely(!shader)) {
832                 ttm_mem_global_free(vmw_mem_glob(dev_priv),
833                                     vmw_shader_size);
834                 ret = -ENOMEM;
835                 goto out_err;
836         }
837
838         res = &shader->res;
839
840         /*
841          * From here on, the destructor takes over resource freeing.
842          */
843         ret = vmw_gb_shader_init(dev_priv, res, shader_size,
844                                  offset, shader_type, 0, 0, buffer,
845                                  vmw_shader_free);
846
847 out_err:
848         return ret ? ERR_PTR(ret) : res;
849 }
850
851
852 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
853                              enum drm_vmw_shader_type shader_type_drm,
854                              u32 buffer_handle, size_t size, size_t offset,
855                              uint8_t num_input_sig, uint8_t num_output_sig,
856                              uint32_t *shader_handle)
857 {
858         struct vmw_private *dev_priv = vmw_priv(dev);
859         struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
860         struct vmw_buffer_object *buffer = NULL;
861         SVGA3dShaderType shader_type;
862         int ret;
863
864         if (buffer_handle != SVGA3D_INVALID_ID) {
865                 ret = vmw_user_bo_lookup(tfile, buffer_handle,
866                                              &buffer, NULL);
867                 if (unlikely(ret != 0)) {
868                         DRM_ERROR("Could not find buffer for shader "
869                                   "creation.\n");
870                         return ret;
871                 }
872
873                 if ((u64)buffer->base.num_pages * PAGE_SIZE <
874                     (u64)size + (u64)offset) {
875                         DRM_ERROR("Illegal buffer- or shader size.\n");
876                         ret = -EINVAL;
877                         goto out_bad_arg;
878                 }
879         }
880
881         switch (shader_type_drm) {
882         case drm_vmw_shader_type_vs:
883                 shader_type = SVGA3D_SHADERTYPE_VS;
884                 break;
885         case drm_vmw_shader_type_ps:
886                 shader_type = SVGA3D_SHADERTYPE_PS;
887                 break;
888         default:
889                 DRM_ERROR("Illegal shader type.\n");
890                 ret = -EINVAL;
891                 goto out_bad_arg;
892         }
893
894         ret = ttm_read_lock(&dev_priv->reservation_sem, true);
895         if (unlikely(ret != 0))
896                 goto out_bad_arg;
897
898         ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
899                                     shader_type, num_input_sig,
900                                     num_output_sig, tfile, shader_handle);
901
902         ttm_read_unlock(&dev_priv->reservation_sem);
903 out_bad_arg:
904         vmw_bo_unreference(&buffer);
905         return ret;
906 }
907
908 /**
909  * vmw_shader_id_ok - Check whether a compat shader user key and
910  * shader type are within valid bounds.
911  *
912  * @user_key: User space id of the shader.
913  * @shader_type: Shader type.
914  *
915  * Returns true if valid false if not.
916  */
917 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
918 {
919         return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
920 }
921
922 /**
923  * vmw_shader_key - Compute a hash key suitable for a compat shader.
924  *
925  * @user_key: User space id of the shader.
926  * @shader_type: Shader type.
927  *
928  * Returns a hash key suitable for a command buffer managed resource
929  * manager hash table.
930  */
931 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
932 {
933         return user_key | (shader_type << 20);
934 }
935
936 /**
937  * vmw_shader_remove - Stage a compat shader for removal.
938  *
939  * @man: Pointer to the compat shader manager identifying the shader namespace.
940  * @user_key: The key that is used to identify the shader. The key is
941  * unique to the shader type.
942  * @shader_type: Shader type.
943  * @list: Caller's list of staged command buffer resource actions.
944  */
945 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
946                       u32 user_key, SVGA3dShaderType shader_type,
947                       struct list_head *list)
948 {
949         struct vmw_resource *dummy;
950
951         if (!vmw_shader_id_ok(user_key, shader_type))
952                 return -EINVAL;
953
954         return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
955                                      vmw_shader_key(user_key, shader_type),
956                                      list, &dummy);
957 }
958
959 /**
960  * vmw_compat_shader_add - Create a compat shader and stage it for addition
961  * as a command buffer managed resource.
962  *
963  * @man: Pointer to the compat shader manager identifying the shader namespace.
964  * @user_key: The key that is used to identify the shader. The key is
965  * unique to the shader type.
966  * @bytecode: Pointer to the bytecode of the shader.
967  * @shader_type: Shader type.
968  * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
969  * to be created with.
970  * @list: Caller's list of staged command buffer resource actions.
971  *
972  */
973 int vmw_compat_shader_add(struct vmw_private *dev_priv,
974                           struct vmw_cmdbuf_res_manager *man,
975                           u32 user_key, const void *bytecode,
976                           SVGA3dShaderType shader_type,
977                           size_t size,
978                           struct list_head *list)
979 {
980         struct ttm_operation_ctx ctx = { false, true };
981         struct vmw_buffer_object *buf;
982         struct ttm_bo_kmap_obj map;
983         bool is_iomem;
984         int ret;
985         struct vmw_resource *res;
986
987         if (!vmw_shader_id_ok(user_key, shader_type))
988                 return -EINVAL;
989
990         /* Allocate and pin a DMA buffer */
991         buf = kzalloc(sizeof(*buf), GFP_KERNEL);
992         if (unlikely(!buf))
993                 return -ENOMEM;
994
995         ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_ne_placement,
996                               true, vmw_bo_bo_free);
997         if (unlikely(ret != 0))
998                 goto out;
999
1000         ret = ttm_bo_reserve(&buf->base, false, true, NULL);
1001         if (unlikely(ret != 0))
1002                 goto no_reserve;
1003
1004         /* Map and copy shader bytecode. */
1005         ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
1006                           &map);
1007         if (unlikely(ret != 0)) {
1008                 ttm_bo_unreserve(&buf->base);
1009                 goto no_reserve;
1010         }
1011
1012         memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
1013         WARN_ON(is_iomem);
1014
1015         ttm_bo_kunmap(&map);
1016         ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
1017         WARN_ON(ret != 0);
1018         ttm_bo_unreserve(&buf->base);
1019
1020         res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1021         if (unlikely(ret != 0))
1022                 goto no_reserve;
1023
1024         ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1025                                  vmw_shader_key(user_key, shader_type),
1026                                  res, list);
1027         vmw_resource_unreference(&res);
1028 no_reserve:
1029         vmw_bo_unreference(&buf);
1030 out:
1031         return ret;
1032 }
1033
1034 /**
1035  * vmw_shader_lookup - Look up a compat shader
1036  *
1037  * @man: Pointer to the command buffer managed resource manager identifying
1038  * the shader namespace.
1039  * @user_key: The user space id of the shader.
1040  * @shader_type: The shader type.
1041  *
1042  * Returns a refcounted pointer to a struct vmw_resource if the shader was
1043  * found. An error pointer otherwise.
1044  */
1045 struct vmw_resource *
1046 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1047                   u32 user_key,
1048                   SVGA3dShaderType shader_type)
1049 {
1050         if (!vmw_shader_id_ok(user_key, shader_type))
1051                 return ERR_PTR(-EINVAL);
1052
1053         return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1054                                      vmw_shader_key(user_key, shader_type));
1055 }
1056
1057 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1058                              struct drm_file *file_priv)
1059 {
1060         struct drm_vmw_shader_create_arg *arg =
1061                 (struct drm_vmw_shader_create_arg *)data;
1062
1063         return vmw_shader_define(dev, file_priv, arg->shader_type,
1064                                  arg->buffer_handle,
1065                                  arg->size, arg->offset,
1066                                  0, 0,
1067                                  &arg->shader_handle);
1068 }