root/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c

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DEFINITIONS

This source file includes following definitions.
  1. vmw_res_to_shader
  2. vmw_res_to_dx_shader
  3. vmw_hw_shader_destroy
  4. vmw_gb_shader_init
  5. vmw_gb_shader_create
  6. vmw_gb_shader_bind
  7. vmw_gb_shader_unbind
  8. vmw_gb_shader_destroy
  9. vmw_dx_shader_commit_notify
  10. vmw_dx_shader_unscrub
  11. vmw_dx_shader_create
  12. vmw_dx_shader_bind
  13. vmw_dx_shader_scrub
  14. vmw_dx_shader_unbind
  15. vmw_dx_shader_cotable_list_scrub
  16. vmw_dx_shader_res_free
  17. vmw_dx_shader_add
  18. vmw_user_shader_base_to_res
  19. vmw_user_shader_free
  20. vmw_shader_free
  21. vmw_user_shader_base_release
  22. vmw_shader_destroy_ioctl
  23. vmw_user_shader_alloc
  24. vmw_shader_alloc
  25. vmw_shader_define
  26. vmw_shader_id_ok
  27. vmw_shader_key
  28. vmw_shader_remove
  29. vmw_compat_shader_add
  30. vmw_shader_lookup
  31. vmw_shader_define_ioctl

   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_FIFO_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_fifo_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->mem.mem_type != VMW_PL_MOB);
 258 
 259         cmd = VMW_FIFO_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->mem.start;
 267         cmd->body.offsetInBytes = res->backup_offset;
 268         res->backup_dirty = false;
 269         vmw_fifo_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.mem.mem_type != VMW_PL_MOB);
 286 
 287         cmd = VMW_FIFO_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_fifo_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_FIFO_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_fifo_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_FIFO_RESERVE_DX(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.mem.start;
 406         cmd->body.offsetInBytes = res->backup_offset;
 407         vmw_fifo_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->mem.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_FIFO_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_fifo_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.mem.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.num_pages * PAGE_SIZE <
 860                     (u64)size + (u64)offset) {
 861                         VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
 862                         ret = -EINVAL;
 863                         goto out_bad_arg;
 864                 }
 865         }
 866 
 867         switch (shader_type_drm) {
 868         case drm_vmw_shader_type_vs:
 869                 shader_type = SVGA3D_SHADERTYPE_VS;
 870                 break;
 871         case drm_vmw_shader_type_ps:
 872                 shader_type = SVGA3D_SHADERTYPE_PS;
 873                 break;
 874         default:
 875                 VMW_DEBUG_USER("Illegal shader type.\n");
 876                 ret = -EINVAL;
 877                 goto out_bad_arg;
 878         }
 879 
 880         ret = ttm_read_lock(&dev_priv->reservation_sem, true);
 881         if (unlikely(ret != 0))
 882                 goto out_bad_arg;
 883 
 884         ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
 885                                     shader_type, num_input_sig,
 886                                     num_output_sig, tfile, shader_handle);
 887 
 888         ttm_read_unlock(&dev_priv->reservation_sem);
 889 out_bad_arg:
 890         vmw_bo_unreference(&buffer);
 891         return ret;
 892 }
 893 
 894 /**
 895  * vmw_shader_id_ok - Check whether a compat shader user key and
 896  * shader type are within valid bounds.
 897  *
 898  * @user_key: User space id of the shader.
 899  * @shader_type: Shader type.
 900  *
 901  * Returns true if valid false if not.
 902  */
 903 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
 904 {
 905         return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
 906 }
 907 
 908 /**
 909  * vmw_shader_key - Compute a hash key suitable for a compat shader.
 910  *
 911  * @user_key: User space id of the shader.
 912  * @shader_type: Shader type.
 913  *
 914  * Returns a hash key suitable for a command buffer managed resource
 915  * manager hash table.
 916  */
 917 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
 918 {
 919         return user_key | (shader_type << 20);
 920 }
 921 
 922 /**
 923  * vmw_shader_remove - Stage a compat shader for removal.
 924  *
 925  * @man: Pointer to the compat shader manager identifying the shader namespace.
 926  * @user_key: The key that is used to identify the shader. The key is
 927  * unique to the shader type.
 928  * @shader_type: Shader type.
 929  * @list: Caller's list of staged command buffer resource actions.
 930  */
 931 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
 932                       u32 user_key, SVGA3dShaderType shader_type,
 933                       struct list_head *list)
 934 {
 935         struct vmw_resource *dummy;
 936 
 937         if (!vmw_shader_id_ok(user_key, shader_type))
 938                 return -EINVAL;
 939 
 940         return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
 941                                      vmw_shader_key(user_key, shader_type),
 942                                      list, &dummy);
 943 }
 944 
 945 /**
 946  * vmw_compat_shader_add - Create a compat shader and stage it for addition
 947  * as a command buffer managed resource.
 948  *
 949  * @man: Pointer to the compat shader manager identifying the shader namespace.
 950  * @user_key: The key that is used to identify the shader. The key is
 951  * unique to the shader type.
 952  * @bytecode: Pointer to the bytecode of the shader.
 953  * @shader_type: Shader type.
 954  * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
 955  * to be created with.
 956  * @list: Caller's list of staged command buffer resource actions.
 957  *
 958  */
 959 int vmw_compat_shader_add(struct vmw_private *dev_priv,
 960                           struct vmw_cmdbuf_res_manager *man,
 961                           u32 user_key, const void *bytecode,
 962                           SVGA3dShaderType shader_type,
 963                           size_t size,
 964                           struct list_head *list)
 965 {
 966         struct ttm_operation_ctx ctx = { false, true };
 967         struct vmw_buffer_object *buf;
 968         struct ttm_bo_kmap_obj map;
 969         bool is_iomem;
 970         int ret;
 971         struct vmw_resource *res;
 972 
 973         if (!vmw_shader_id_ok(user_key, shader_type))
 974                 return -EINVAL;
 975 
 976         /* Allocate and pin a DMA buffer */
 977         buf = kzalloc(sizeof(*buf), GFP_KERNEL);
 978         if (unlikely(!buf))
 979                 return -ENOMEM;
 980 
 981         ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_ne_placement,
 982                               true, vmw_bo_bo_free);
 983         if (unlikely(ret != 0))
 984                 goto out;
 985 
 986         ret = ttm_bo_reserve(&buf->base, false, true, NULL);
 987         if (unlikely(ret != 0))
 988                 goto no_reserve;
 989 
 990         /* Map and copy shader bytecode. */
 991         ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
 992                           &map);
 993         if (unlikely(ret != 0)) {
 994                 ttm_bo_unreserve(&buf->base);
 995                 goto no_reserve;
 996         }
 997 
 998         memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
 999         WARN_ON(is_iomem);
1000 
1001         ttm_bo_kunmap(&map);
1002         ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
1003         WARN_ON(ret != 0);
1004         ttm_bo_unreserve(&buf->base);
1005 
1006         res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1007         if (unlikely(ret != 0))
1008                 goto no_reserve;
1009 
1010         ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1011                                  vmw_shader_key(user_key, shader_type),
1012                                  res, list);
1013         vmw_resource_unreference(&res);
1014 no_reserve:
1015         vmw_bo_unreference(&buf);
1016 out:
1017         return ret;
1018 }
1019 
1020 /**
1021  * vmw_shader_lookup - Look up a compat shader
1022  *
1023  * @man: Pointer to the command buffer managed resource manager identifying
1024  * the shader namespace.
1025  * @user_key: The user space id of the shader.
1026  * @shader_type: The shader type.
1027  *
1028  * Returns a refcounted pointer to a struct vmw_resource if the shader was
1029  * found. An error pointer otherwise.
1030  */
1031 struct vmw_resource *
1032 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1033                   u32 user_key,
1034                   SVGA3dShaderType shader_type)
1035 {
1036         if (!vmw_shader_id_ok(user_key, shader_type))
1037                 return ERR_PTR(-EINVAL);
1038 
1039         return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1040                                      vmw_shader_key(user_key, shader_type));
1041 }
1042 
1043 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1044                              struct drm_file *file_priv)
1045 {
1046         struct drm_vmw_shader_create_arg *arg =
1047                 (struct drm_vmw_shader_create_arg *)data;
1048 
1049         return vmw_shader_define(dev, file_priv, arg->shader_type,
1050                                  arg->buffer_handle,
1051                                  arg->size, arg->offset,
1052                                  0, 0,
1053                                  &arg->shader_handle);
1054 }

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