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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                 ret = -ENOMEM;
224                 goto out_no_fifo;
225         }
226
227         cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
228         cmd->header.size = sizeof(cmd->body);
229         cmd->body.shid = res->id;
230         cmd->body.type = shader->type;
231         cmd->body.sizeInBytes = shader->size;
232         vmw_fifo_commit(dev_priv, sizeof(*cmd));
233         vmw_fifo_resource_inc(dev_priv);
234
235         return 0;
236
237 out_no_fifo:
238         vmw_resource_release_id(res);
239 out_no_id:
240         return ret;
241 }
242
243 static int vmw_gb_shader_bind(struct vmw_resource *res,
244                               struct ttm_validate_buffer *val_buf)
245 {
246         struct vmw_private *dev_priv = res->dev_priv;
247         struct {
248                 SVGA3dCmdHeader header;
249                 SVGA3dCmdBindGBShader body;
250         } *cmd;
251         struct ttm_buffer_object *bo = val_buf->bo;
252
253         BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
254
255         cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
256         if (unlikely(cmd == NULL))
257                 return -ENOMEM;
258
259         cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
260         cmd->header.size = sizeof(cmd->body);
261         cmd->body.shid = res->id;
262         cmd->body.mobid = bo->mem.start;
263         cmd->body.offsetInBytes = res->backup_offset;
264         res->backup_dirty = false;
265         vmw_fifo_commit(dev_priv, sizeof(*cmd));
266
267         return 0;
268 }
269
270 static int vmw_gb_shader_unbind(struct vmw_resource *res,
271                                 bool readback,
272                                 struct ttm_validate_buffer *val_buf)
273 {
274         struct vmw_private *dev_priv = res->dev_priv;
275         struct {
276                 SVGA3dCmdHeader header;
277                 SVGA3dCmdBindGBShader body;
278         } *cmd;
279         struct vmw_fence_obj *fence;
280
281         BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
282
283         cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
284         if (unlikely(cmd == NULL))
285                 return -ENOMEM;
286
287         cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
288         cmd->header.size = sizeof(cmd->body);
289         cmd->body.shid = res->id;
290         cmd->body.mobid = SVGA3D_INVALID_ID;
291         cmd->body.offsetInBytes = 0;
292         vmw_fifo_commit(dev_priv, sizeof(*cmd));
293
294         /*
295          * Create a fence object and fence the backup buffer.
296          */
297
298         (void) vmw_execbuf_fence_commands(NULL, dev_priv,
299                                           &fence, NULL);
300
301         vmw_bo_fence_single(val_buf->bo, fence);
302
303         if (likely(fence != NULL))
304                 vmw_fence_obj_unreference(&fence);
305
306         return 0;
307 }
308
309 static int vmw_gb_shader_destroy(struct vmw_resource *res)
310 {
311         struct vmw_private *dev_priv = res->dev_priv;
312         struct {
313                 SVGA3dCmdHeader header;
314                 SVGA3dCmdDestroyGBShader body;
315         } *cmd;
316
317         if (likely(res->id == -1))
318                 return 0;
319
320         mutex_lock(&dev_priv->binding_mutex);
321         vmw_binding_res_list_scrub(&res->binding_head);
322
323         cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
324         if (unlikely(cmd == NULL)) {
325                 mutex_unlock(&dev_priv->binding_mutex);
326                 return -ENOMEM;
327         }
328
329         cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
330         cmd->header.size = sizeof(cmd->body);
331         cmd->body.shid = res->id;
332         vmw_fifo_commit(dev_priv, sizeof(*cmd));
333         mutex_unlock(&dev_priv->binding_mutex);
334         vmw_resource_release_id(res);
335         vmw_fifo_resource_dec(dev_priv);
336
337         return 0;
338 }
339
340 /*
341  * DX shader code:
342  */
343
344 /**
345  * vmw_dx_shader_commit_notify - Notify that a shader operation has been
346  * committed to hardware from a user-supplied command stream.
347  *
348  * @res: Pointer to the shader resource.
349  * @state: Indicating whether a creation or removal has been committed.
350  *
351  */
352 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
353                                         enum vmw_cmdbuf_res_state state)
354 {
355         struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
356         struct vmw_private *dev_priv = res->dev_priv;
357
358         if (state == VMW_CMDBUF_RES_ADD) {
359                 mutex_lock(&dev_priv->binding_mutex);
360                 vmw_cotable_add_resource(shader->cotable,
361                                          &shader->cotable_head);
362                 shader->committed = true;
363                 res->id = shader->id;
364                 mutex_unlock(&dev_priv->binding_mutex);
365         } else {
366                 mutex_lock(&dev_priv->binding_mutex);
367                 list_del_init(&shader->cotable_head);
368                 shader->committed = false;
369                 res->id = -1;
370                 mutex_unlock(&dev_priv->binding_mutex);
371         }
372 }
373
374 /**
375  * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
376  *
377  * @res: The shader resource
378  *
379  * This function reverts a scrub operation.
380  */
381 static int vmw_dx_shader_unscrub(struct vmw_resource *res)
382 {
383         struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
384         struct vmw_private *dev_priv = res->dev_priv;
385         struct {
386                 SVGA3dCmdHeader header;
387                 SVGA3dCmdDXBindShader body;
388         } *cmd;
389
390         if (!list_empty(&shader->cotable_head) || !shader->committed)
391                 return 0;
392
393         cmd = VMW_FIFO_RESERVE_DX(dev_priv, sizeof(*cmd), shader->ctx->id);
394         if (unlikely(cmd == NULL))
395                 return -ENOMEM;
396
397         cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
398         cmd->header.size = sizeof(cmd->body);
399         cmd->body.cid = shader->ctx->id;
400         cmd->body.shid = shader->id;
401         cmd->body.mobid = res->backup->base.mem.start;
402         cmd->body.offsetInBytes = res->backup_offset;
403         vmw_fifo_commit(dev_priv, sizeof(*cmd));
404
405         vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
406
407         return 0;
408 }
409
410 /**
411  * vmw_dx_shader_create - The DX shader create callback
412  *
413  * @res: The DX shader resource
414  *
415  * The create callback is called as part of resource validation and
416  * makes sure that we unscrub the shader if it's previously been scrubbed.
417  */
418 static int vmw_dx_shader_create(struct vmw_resource *res)
419 {
420         struct vmw_private *dev_priv = res->dev_priv;
421         struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
422         int ret = 0;
423
424         WARN_ON_ONCE(!shader->committed);
425
426         if (!list_empty(&res->mob_head)) {
427                 mutex_lock(&dev_priv->binding_mutex);
428                 ret = vmw_dx_shader_unscrub(res);
429                 mutex_unlock(&dev_priv->binding_mutex);
430         }
431
432         res->id = shader->id;
433         return ret;
434 }
435
436 /**
437  * vmw_dx_shader_bind - The DX shader bind callback
438  *
439  * @res: The DX shader resource
440  * @val_buf: Pointer to the validate buffer.
441  *
442  */
443 static int vmw_dx_shader_bind(struct vmw_resource *res,
444                               struct ttm_validate_buffer *val_buf)
445 {
446         struct vmw_private *dev_priv = res->dev_priv;
447         struct ttm_buffer_object *bo = val_buf->bo;
448
449         BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
450         mutex_lock(&dev_priv->binding_mutex);
451         vmw_dx_shader_unscrub(res);
452         mutex_unlock(&dev_priv->binding_mutex);
453
454         return 0;
455 }
456
457 /**
458  * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
459  *
460  * @res: The shader resource
461  *
462  * This function unbinds a MOB from the DX shader without requiring the
463  * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
464  * However, once the driver eventually decides to unbind the MOB, it doesn't
465  * need to access the context.
466  */
467 static int vmw_dx_shader_scrub(struct vmw_resource *res)
468 {
469         struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
470         struct vmw_private *dev_priv = res->dev_priv;
471         struct {
472                 SVGA3dCmdHeader header;
473                 SVGA3dCmdDXBindShader body;
474         } *cmd;
475
476         if (list_empty(&shader->cotable_head))
477                 return 0;
478
479         WARN_ON_ONCE(!shader->committed);
480         cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
481         if (unlikely(cmd == NULL))
482                 return -ENOMEM;
483
484         cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
485         cmd->header.size = sizeof(cmd->body);
486         cmd->body.cid = shader->ctx->id;
487         cmd->body.shid = res->id;
488         cmd->body.mobid = SVGA3D_INVALID_ID;
489         cmd->body.offsetInBytes = 0;
490         vmw_fifo_commit(dev_priv, sizeof(*cmd));
491         res->id = -1;
492         list_del_init(&shader->cotable_head);
493
494         return 0;
495 }
496
497 /**
498  * vmw_dx_shader_unbind - The dx shader unbind callback.
499  *
500  * @res: The shader resource
501  * @readback: Whether this is a readback unbind. Currently unused.
502  * @val_buf: MOB buffer information.
503  */
504 static int vmw_dx_shader_unbind(struct vmw_resource *res,
505                                 bool readback,
506                                 struct ttm_validate_buffer *val_buf)
507 {
508         struct vmw_private *dev_priv = res->dev_priv;
509         struct vmw_fence_obj *fence;
510         int ret;
511
512         BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
513
514         mutex_lock(&dev_priv->binding_mutex);
515         ret = vmw_dx_shader_scrub(res);
516         mutex_unlock(&dev_priv->binding_mutex);
517
518         if (ret)
519                 return ret;
520
521         (void) vmw_execbuf_fence_commands(NULL, dev_priv,
522                                           &fence, NULL);
523         vmw_bo_fence_single(val_buf->bo, fence);
524
525         if (likely(fence != NULL))
526                 vmw_fence_obj_unreference(&fence);
527
528         return 0;
529 }
530
531 /**
532  * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
533  * DX shaders.
534  *
535  * @dev_priv: Pointer to device private structure.
536  * @list: The list of cotable resources.
537  * @readback: Whether the call was part of a readback unbind.
538  *
539  * Scrubs all shader MOBs so that any subsequent shader unbind or shader
540  * destroy operation won't need to swap in the context.
541  */
542 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
543                                       struct list_head *list,
544                                       bool readback)
545 {
546         struct vmw_dx_shader *entry, *next;
547
548         lockdep_assert_held_once(&dev_priv->binding_mutex);
549
550         list_for_each_entry_safe(entry, next, list, cotable_head) {
551                 WARN_ON(vmw_dx_shader_scrub(&entry->res));
552                 if (!readback)
553                         entry->committed = false;
554         }
555 }
556
557 /**
558  * vmw_dx_shader_res_free - The DX shader free callback
559  *
560  * @res: The shader resource
561  *
562  * Frees the DX shader resource and updates memory accounting.
563  */
564 static void vmw_dx_shader_res_free(struct vmw_resource *res)
565 {
566         struct vmw_private *dev_priv = res->dev_priv;
567         struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
568
569         vmw_resource_unreference(&shader->cotable);
570         kfree(shader);
571         ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
572 }
573
574 /**
575  * vmw_dx_shader_add - Add a shader resource as a command buffer managed
576  * resource.
577  *
578  * @man: The command buffer resource manager.
579  * @ctx: Pointer to the context resource.
580  * @user_key: The id used for this shader.
581  * @shader_type: The shader type.
582  * @list: The list of staged command buffer managed resources.
583  */
584 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
585                       struct vmw_resource *ctx,
586                       u32 user_key,
587                       SVGA3dShaderType shader_type,
588                       struct list_head *list)
589 {
590         struct vmw_dx_shader *shader;
591         struct vmw_resource *res;
592         struct vmw_private *dev_priv = ctx->dev_priv;
593         struct ttm_operation_ctx ttm_opt_ctx = {
594                 .interruptible = true,
595                 .no_wait_gpu = false
596         };
597         int ret;
598
599         if (!vmw_shader_dx_size)
600                 vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
601
602         if (!vmw_shader_id_ok(user_key, shader_type))
603                 return -EINVAL;
604
605         ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
606                                    &ttm_opt_ctx);
607         if (ret) {
608                 if (ret != -ERESTARTSYS)
609                         DRM_ERROR("Out of graphics memory for shader "
610                                   "creation.\n");
611                 return ret;
612         }
613
614         shader = kmalloc(sizeof(*shader), GFP_KERNEL);
615         if (!shader) {
616                 ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
617                 return -ENOMEM;
618         }
619
620         res = &shader->res;
621         shader->ctx = ctx;
622         shader->cotable = vmw_resource_reference
623                 (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
624         shader->id = user_key;
625         shader->committed = false;
626         INIT_LIST_HEAD(&shader->cotable_head);
627         ret = vmw_resource_init(dev_priv, res, true,
628                                 vmw_dx_shader_res_free, &vmw_dx_shader_func);
629         if (ret)
630                 goto out_resource_init;
631
632         /*
633          * The user_key name-space is not per shader type for DX shaders,
634          * so when hashing, use a single zero shader type.
635          */
636         ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
637                                  vmw_shader_key(user_key, 0),
638                                  res, list);
639         if (ret)
640                 goto out_resource_init;
641
642         res->id = shader->id;
643         res->hw_destroy = vmw_hw_shader_destroy;
644
645 out_resource_init:
646         vmw_resource_unreference(&res);
647
648         return ret;
649 }
650
651
652
653 /**
654  * User-space shader management:
655  */
656
657 static struct vmw_resource *
658 vmw_user_shader_base_to_res(struct ttm_base_object *base)
659 {
660         return &(container_of(base, struct vmw_user_shader, base)->
661                  shader.res);
662 }
663
664 static void vmw_user_shader_free(struct vmw_resource *res)
665 {
666         struct vmw_user_shader *ushader =
667                 container_of(res, struct vmw_user_shader, shader.res);
668         struct vmw_private *dev_priv = res->dev_priv;
669
670         ttm_base_object_kfree(ushader, base);
671         ttm_mem_global_free(vmw_mem_glob(dev_priv),
672                             vmw_user_shader_size);
673 }
674
675 static void vmw_shader_free(struct vmw_resource *res)
676 {
677         struct vmw_shader *shader = vmw_res_to_shader(res);
678         struct vmw_private *dev_priv = res->dev_priv;
679
680         kfree(shader);
681         ttm_mem_global_free(vmw_mem_glob(dev_priv),
682                             vmw_shader_size);
683 }
684
685 /**
686  * This function is called when user space has no more references on the
687  * base object. It releases the base-object's reference on the resource object.
688  */
689
690 static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
691 {
692         struct ttm_base_object *base = *p_base;
693         struct vmw_resource *res = vmw_user_shader_base_to_res(base);
694
695         *p_base = NULL;
696         vmw_resource_unreference(&res);
697 }
698
699 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
700                               struct drm_file *file_priv)
701 {
702         struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
703         struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
704
705         return ttm_ref_object_base_unref(tfile, arg->handle,
706                                          TTM_REF_USAGE);
707 }
708
709 static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
710                                  struct vmw_buffer_object *buffer,
711                                  size_t shader_size,
712                                  size_t offset,
713                                  SVGA3dShaderType shader_type,
714                                  uint8_t num_input_sig,
715                                  uint8_t num_output_sig,
716                                  struct ttm_object_file *tfile,
717                                  u32 *handle)
718 {
719         struct vmw_user_shader *ushader;
720         struct vmw_resource *res, *tmp;
721         struct ttm_operation_ctx ctx = {
722                 .interruptible = true,
723                 .no_wait_gpu = false
724         };
725         int ret;
726
727         if (unlikely(vmw_user_shader_size == 0))
728                 vmw_user_shader_size =
729                         ttm_round_pot(sizeof(struct vmw_user_shader)) +
730                         VMW_IDA_ACC_SIZE + TTM_OBJ_EXTRA_SIZE;
731
732         ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
733                                    vmw_user_shader_size,
734                                    &ctx);
735         if (unlikely(ret != 0)) {
736                 if (ret != -ERESTARTSYS)
737                         DRM_ERROR("Out of graphics memory for shader "
738                                   "creation.\n");
739                 goto out;
740         }
741
742         ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
743         if (unlikely(!ushader)) {
744                 ttm_mem_global_free(vmw_mem_glob(dev_priv),
745                                     vmw_user_shader_size);
746                 ret = -ENOMEM;
747                 goto out;
748         }
749
750         res = &ushader->shader.res;
751         ushader->base.shareable = false;
752         ushader->base.tfile = NULL;
753
754         /*
755          * From here on, the destructor takes over resource freeing.
756          */
757
758         ret = vmw_gb_shader_init(dev_priv, res, shader_size,
759                                  offset, shader_type, num_input_sig,
760                                  num_output_sig, buffer,
761                                  vmw_user_shader_free);
762         if (unlikely(ret != 0))
763                 goto out;
764
765         tmp = vmw_resource_reference(res);
766         ret = ttm_base_object_init(tfile, &ushader->base, false,
767                                    VMW_RES_SHADER,
768                                    &vmw_user_shader_base_release, NULL);
769
770         if (unlikely(ret != 0)) {
771                 vmw_resource_unreference(&tmp);
772                 goto out_err;
773         }
774
775         if (handle)
776                 *handle = ushader->base.handle;
777 out_err:
778         vmw_resource_unreference(&res);
779 out:
780         return ret;
781 }
782
783
784 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
785                                              struct vmw_buffer_object *buffer,
786                                              size_t shader_size,
787                                              size_t offset,
788                                              SVGA3dShaderType shader_type)
789 {
790         struct vmw_shader *shader;
791         struct vmw_resource *res;
792         struct ttm_operation_ctx ctx = {
793                 .interruptible = true,
794                 .no_wait_gpu = false
795         };
796         int ret;
797
798         if (unlikely(vmw_shader_size == 0))
799                 vmw_shader_size =
800                         ttm_round_pot(sizeof(struct vmw_shader)) +
801                         VMW_IDA_ACC_SIZE;
802
803         ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
804                                    vmw_shader_size,
805                                    &ctx);
806         if (unlikely(ret != 0)) {
807                 if (ret != -ERESTARTSYS)
808                         DRM_ERROR("Out of graphics memory for shader "
809                                   "creation.\n");
810                 goto out_err;
811         }
812
813         shader = kzalloc(sizeof(*shader), GFP_KERNEL);
814         if (unlikely(!shader)) {
815                 ttm_mem_global_free(vmw_mem_glob(dev_priv),
816                                     vmw_shader_size);
817                 ret = -ENOMEM;
818                 goto out_err;
819         }
820
821         res = &shader->res;
822
823         /*
824          * From here on, the destructor takes over resource freeing.
825          */
826         ret = vmw_gb_shader_init(dev_priv, res, shader_size,
827                                  offset, shader_type, 0, 0, buffer,
828                                  vmw_shader_free);
829
830 out_err:
831         return ret ? ERR_PTR(ret) : res;
832 }
833
834
835 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
836                              enum drm_vmw_shader_type shader_type_drm,
837                              u32 buffer_handle, size_t size, size_t offset,
838                              uint8_t num_input_sig, uint8_t num_output_sig,
839                              uint32_t *shader_handle)
840 {
841         struct vmw_private *dev_priv = vmw_priv(dev);
842         struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
843         struct vmw_buffer_object *buffer = NULL;
844         SVGA3dShaderType shader_type;
845         int ret;
846
847         if (buffer_handle != SVGA3D_INVALID_ID) {
848                 ret = vmw_user_bo_lookup(tfile, buffer_handle,
849                                              &buffer, NULL);
850                 if (unlikely(ret != 0)) {
851                         VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
852                         return ret;
853                 }
854
855                 if ((u64)buffer->base.num_pages * PAGE_SIZE <
856                     (u64)size + (u64)offset) {
857                         VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
858                         ret = -EINVAL;
859                         goto out_bad_arg;
860                 }
861         }
862
863         switch (shader_type_drm) {
864         case drm_vmw_shader_type_vs:
865                 shader_type = SVGA3D_SHADERTYPE_VS;
866                 break;
867         case drm_vmw_shader_type_ps:
868                 shader_type = SVGA3D_SHADERTYPE_PS;
869                 break;
870         default:
871                 VMW_DEBUG_USER("Illegal shader type.\n");
872                 ret = -EINVAL;
873                 goto out_bad_arg;
874         }
875
876         ret = ttm_read_lock(&dev_priv->reservation_sem, true);
877         if (unlikely(ret != 0))
878                 goto out_bad_arg;
879
880         ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
881                                     shader_type, num_input_sig,
882                                     num_output_sig, tfile, shader_handle);
883
884         ttm_read_unlock(&dev_priv->reservation_sem);
885 out_bad_arg:
886         vmw_bo_unreference(&buffer);
887         return ret;
888 }
889
890 /**
891  * vmw_shader_id_ok - Check whether a compat shader user key and
892  * shader type are within valid bounds.
893  *
894  * @user_key: User space id of the shader.
895  * @shader_type: Shader type.
896  *
897  * Returns true if valid false if not.
898  */
899 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
900 {
901         return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
902 }
903
904 /**
905  * vmw_shader_key - Compute a hash key suitable for a compat shader.
906  *
907  * @user_key: User space id of the shader.
908  * @shader_type: Shader type.
909  *
910  * Returns a hash key suitable for a command buffer managed resource
911  * manager hash table.
912  */
913 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
914 {
915         return user_key | (shader_type << 20);
916 }
917
918 /**
919  * vmw_shader_remove - Stage a compat shader for removal.
920  *
921  * @man: Pointer to the compat shader manager identifying the shader namespace.
922  * @user_key: The key that is used to identify the shader. The key is
923  * unique to the shader type.
924  * @shader_type: Shader type.
925  * @list: Caller's list of staged command buffer resource actions.
926  */
927 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
928                       u32 user_key, SVGA3dShaderType shader_type,
929                       struct list_head *list)
930 {
931         struct vmw_resource *dummy;
932
933         if (!vmw_shader_id_ok(user_key, shader_type))
934                 return -EINVAL;
935
936         return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
937                                      vmw_shader_key(user_key, shader_type),
938                                      list, &dummy);
939 }
940
941 /**
942  * vmw_compat_shader_add - Create a compat shader and stage it for addition
943  * as a command buffer managed resource.
944  *
945  * @man: Pointer to the compat shader manager identifying the shader namespace.
946  * @user_key: The key that is used to identify the shader. The key is
947  * unique to the shader type.
948  * @bytecode: Pointer to the bytecode of the shader.
949  * @shader_type: Shader type.
950  * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
951  * to be created with.
952  * @list: Caller's list of staged command buffer resource actions.
953  *
954  */
955 int vmw_compat_shader_add(struct vmw_private *dev_priv,
956                           struct vmw_cmdbuf_res_manager *man,
957                           u32 user_key, const void *bytecode,
958                           SVGA3dShaderType shader_type,
959                           size_t size,
960                           struct list_head *list)
961 {
962         struct ttm_operation_ctx ctx = { false, true };
963         struct vmw_buffer_object *buf;
964         struct ttm_bo_kmap_obj map;
965         bool is_iomem;
966         int ret;
967         struct vmw_resource *res;
968
969         if (!vmw_shader_id_ok(user_key, shader_type))
970                 return -EINVAL;
971
972         /* Allocate and pin a DMA buffer */
973         buf = kzalloc(sizeof(*buf), GFP_KERNEL);
974         if (unlikely(!buf))
975                 return -ENOMEM;
976
977         ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_ne_placement,
978                               true, vmw_bo_bo_free);
979         if (unlikely(ret != 0))
980                 goto out;
981
982         ret = ttm_bo_reserve(&buf->base, false, true, NULL);
983         if (unlikely(ret != 0))
984                 goto no_reserve;
985
986         /* Map and copy shader bytecode. */
987         ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
988                           &map);
989         if (unlikely(ret != 0)) {
990                 ttm_bo_unreserve(&buf->base);
991                 goto no_reserve;
992         }
993
994         memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
995         WARN_ON(is_iomem);
996
997         ttm_bo_kunmap(&map);
998         ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
999         WARN_ON(ret != 0);
1000         ttm_bo_unreserve(&buf->base);
1001
1002         res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1003         if (unlikely(ret != 0))
1004                 goto no_reserve;
1005
1006         ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1007                                  vmw_shader_key(user_key, shader_type),
1008                                  res, list);
1009         vmw_resource_unreference(&res);
1010 no_reserve:
1011         vmw_bo_unreference(&buf);
1012 out:
1013         return ret;
1014 }
1015
1016 /**
1017  * vmw_shader_lookup - Look up a compat shader
1018  *
1019  * @man: Pointer to the command buffer managed resource manager identifying
1020  * the shader namespace.
1021  * @user_key: The user space id of the shader.
1022  * @shader_type: The shader type.
1023  *
1024  * Returns a refcounted pointer to a struct vmw_resource if the shader was
1025  * found. An error pointer otherwise.
1026  */
1027 struct vmw_resource *
1028 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1029                   u32 user_key,
1030                   SVGA3dShaderType shader_type)
1031 {
1032         if (!vmw_shader_id_ok(user_key, shader_type))
1033                 return ERR_PTR(-EINVAL);
1034
1035         return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1036                                      vmw_shader_key(user_key, shader_type));
1037 }
1038
1039 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1040                              struct drm_file *file_priv)
1041 {
1042         struct drm_vmw_shader_create_arg *arg =
1043                 (struct drm_vmw_shader_create_arg *)data;
1044
1045         return vmw_shader_define(dev, file_priv, arg->shader_type,
1046                                  arg->buffer_handle,
1047                                  arg->size, arg->offset,
1048                                  0, 0,
1049                                  &arg->shader_handle);
1050 }
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