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 void vmw_user_shader_free(struct vmw_resource *res);
57 static struct vmw_resource *
58 vmw_user_shader_base_to_res(struct ttm_base_object *base);
59 
60 static int vmw_gb_shader_create(struct vmw_resource *res);
61 static int vmw_gb_shader_bind(struct vmw_resource *res,
62 			       struct ttm_validate_buffer *val_buf);
63 static int vmw_gb_shader_unbind(struct vmw_resource *res,
64 				 bool readback,
65 				 struct ttm_validate_buffer *val_buf);
66 static int vmw_gb_shader_destroy(struct vmw_resource *res);
67 
68 static int vmw_dx_shader_create(struct vmw_resource *res);
69 static int vmw_dx_shader_bind(struct vmw_resource *res,
70 			       struct ttm_validate_buffer *val_buf);
71 static int vmw_dx_shader_unbind(struct vmw_resource *res,
72 				 bool readback,
73 				 struct ttm_validate_buffer *val_buf);
74 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
75 					enum vmw_cmdbuf_res_state state);
76 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
77 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
78 
79 static const struct vmw_user_resource_conv user_shader_conv = {
80 	.object_type = VMW_RES_SHADER,
81 	.base_obj_to_res = vmw_user_shader_base_to_res,
82 	.res_free = vmw_user_shader_free
83 };
84 
85 const struct vmw_user_resource_conv *user_shader_converter =
86 	&user_shader_conv;
87 
88 
89 static const struct vmw_res_func vmw_gb_shader_func = {
90 	.res_type = vmw_res_shader,
91 	.needs_backup = true,
92 	.may_evict = true,
93 	.prio = 3,
94 	.dirty_prio = 3,
95 	.type_name = "guest backed shaders",
96 	.backup_placement = &vmw_mob_placement,
97 	.create = vmw_gb_shader_create,
98 	.destroy = vmw_gb_shader_destroy,
99 	.bind = vmw_gb_shader_bind,
100 	.unbind = vmw_gb_shader_unbind
101 };
102 
103 static const struct vmw_res_func vmw_dx_shader_func = {
104 	.res_type = vmw_res_shader,
105 	.needs_backup = true,
106 	.may_evict = true,
107 	.prio = 3,
108 	.dirty_prio = 3,
109 	.type_name = "dx shaders",
110 	.backup_placement = &vmw_mob_placement,
111 	.create = vmw_dx_shader_create,
112 	/*
113 	 * The destroy callback is only called with a committed resource on
114 	 * context destroy, in which case we destroy the cotable anyway,
115 	 * so there's no need to destroy DX shaders separately.
116 	 */
117 	.destroy = NULL,
118 	.bind = vmw_dx_shader_bind,
119 	.unbind = vmw_dx_shader_unbind,
120 	.commit_notify = vmw_dx_shader_commit_notify,
121 };
122 
123 /*
124  * Shader management:
125  */
126 
127 static inline struct vmw_shader *
vmw_res_to_shader(struct vmw_resource * res)128 vmw_res_to_shader(struct vmw_resource *res)
129 {
130 	return container_of(res, struct vmw_shader, res);
131 }
132 
133 /**
134  * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
135  * struct vmw_dx_shader
136  *
137  * @res: Pointer to the struct vmw_resource.
138  */
139 static inline struct vmw_dx_shader *
vmw_res_to_dx_shader(struct vmw_resource * res)140 vmw_res_to_dx_shader(struct vmw_resource *res)
141 {
142 	return container_of(res, struct vmw_dx_shader, res);
143 }
144 
vmw_hw_shader_destroy(struct vmw_resource * res)145 static void vmw_hw_shader_destroy(struct vmw_resource *res)
146 {
147 	if (likely(res->func->destroy))
148 		(void) res->func->destroy(res);
149 	else
150 		res->id = -1;
151 }
152 
153 
vmw_gb_shader_init(struct vmw_private * dev_priv,struct vmw_resource * res,uint32_t size,uint64_t offset,SVGA3dShaderType type,uint8_t num_input_sig,uint8_t num_output_sig,struct vmw_buffer_object * byte_code,void (* res_free)(struct vmw_resource * res))154 static int vmw_gb_shader_init(struct vmw_private *dev_priv,
155 			      struct vmw_resource *res,
156 			      uint32_t size,
157 			      uint64_t offset,
158 			      SVGA3dShaderType type,
159 			      uint8_t num_input_sig,
160 			      uint8_t num_output_sig,
161 			      struct vmw_buffer_object *byte_code,
162 			      void (*res_free) (struct vmw_resource *res))
163 {
164 	struct vmw_shader *shader = vmw_res_to_shader(res);
165 	int ret;
166 
167 	ret = vmw_resource_init(dev_priv, res, true, res_free,
168 				&vmw_gb_shader_func);
169 
170 	if (unlikely(ret != 0)) {
171 		if (res_free)
172 			res_free(res);
173 		else
174 			kfree(res);
175 		return ret;
176 	}
177 
178 	res->backup_size = size;
179 	if (byte_code) {
180 		res->backup = vmw_bo_reference(byte_code);
181 		res->backup_offset = offset;
182 	}
183 	shader->size = size;
184 	shader->type = type;
185 	shader->num_input_sig = num_input_sig;
186 	shader->num_output_sig = num_output_sig;
187 
188 	res->hw_destroy = vmw_hw_shader_destroy;
189 	return 0;
190 }
191 
192 /*
193  * GB shader code:
194  */
195 
vmw_gb_shader_create(struct vmw_resource * res)196 static int vmw_gb_shader_create(struct vmw_resource *res)
197 {
198 	struct vmw_private *dev_priv = res->dev_priv;
199 	struct vmw_shader *shader = vmw_res_to_shader(res);
200 	int ret;
201 	struct {
202 		SVGA3dCmdHeader header;
203 		SVGA3dCmdDefineGBShader body;
204 	} *cmd;
205 
206 	if (likely(res->id != -1))
207 		return 0;
208 
209 	ret = vmw_resource_alloc_id(res);
210 	if (unlikely(ret != 0)) {
211 		DRM_ERROR("Failed to allocate a shader id.\n");
212 		goto out_no_id;
213 	}
214 
215 	if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
216 		ret = -EBUSY;
217 		goto out_no_fifo;
218 	}
219 
220 	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
221 	if (unlikely(cmd == NULL)) {
222 		ret = -ENOMEM;
223 		goto out_no_fifo;
224 	}
225 
226 	cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
227 	cmd->header.size = sizeof(cmd->body);
228 	cmd->body.shid = res->id;
229 	cmd->body.type = shader->type;
230 	cmd->body.sizeInBytes = shader->size;
231 	vmw_cmd_commit(dev_priv, sizeof(*cmd));
232 	vmw_fifo_resource_inc(dev_priv);
233 
234 	return 0;
235 
236 out_no_fifo:
237 	vmw_resource_release_id(res);
238 out_no_id:
239 	return ret;
240 }
241 
vmw_gb_shader_bind(struct vmw_resource * res,struct ttm_validate_buffer * val_buf)242 static int vmw_gb_shader_bind(struct vmw_resource *res,
243 			      struct ttm_validate_buffer *val_buf)
244 {
245 	struct vmw_private *dev_priv = res->dev_priv;
246 	struct {
247 		SVGA3dCmdHeader header;
248 		SVGA3dCmdBindGBShader body;
249 	} *cmd;
250 	struct ttm_buffer_object *bo = val_buf->bo;
251 
252 	BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
253 
254 	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
255 	if (unlikely(cmd == NULL))
256 		return -ENOMEM;
257 
258 	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
259 	cmd->header.size = sizeof(cmd->body);
260 	cmd->body.shid = res->id;
261 	cmd->body.mobid = bo->resource->start;
262 	cmd->body.offsetInBytes = res->backup_offset;
263 	res->backup_dirty = false;
264 	vmw_cmd_commit(dev_priv, sizeof(*cmd));
265 
266 	return 0;
267 }
268 
vmw_gb_shader_unbind(struct vmw_resource * res,bool readback,struct ttm_validate_buffer * val_buf)269 static int vmw_gb_shader_unbind(struct vmw_resource *res,
270 				bool readback,
271 				struct ttm_validate_buffer *val_buf)
272 {
273 	struct vmw_private *dev_priv = res->dev_priv;
274 	struct {
275 		SVGA3dCmdHeader header;
276 		SVGA3dCmdBindGBShader body;
277 	} *cmd;
278 	struct vmw_fence_obj *fence;
279 
280 	BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB);
281 
282 	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
283 	if (unlikely(cmd == NULL))
284 		return -ENOMEM;
285 
286 	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
287 	cmd->header.size = sizeof(cmd->body);
288 	cmd->body.shid = res->id;
289 	cmd->body.mobid = SVGA3D_INVALID_ID;
290 	cmd->body.offsetInBytes = 0;
291 	vmw_cmd_commit(dev_priv, sizeof(*cmd));
292 
293 	/*
294 	 * Create a fence object and fence the backup buffer.
295 	 */
296 
297 	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
298 					  &fence, NULL);
299 
300 	vmw_bo_fence_single(val_buf->bo, fence);
301 
302 	if (likely(fence != NULL))
303 		vmw_fence_obj_unreference(&fence);
304 
305 	return 0;
306 }
307 
vmw_gb_shader_destroy(struct vmw_resource * res)308 static int vmw_gb_shader_destroy(struct vmw_resource *res)
309 {
310 	struct vmw_private *dev_priv = res->dev_priv;
311 	struct {
312 		SVGA3dCmdHeader header;
313 		SVGA3dCmdDestroyGBShader body;
314 	} *cmd;
315 
316 	if (likely(res->id == -1))
317 		return 0;
318 
319 	mutex_lock(&dev_priv->binding_mutex);
320 	vmw_binding_res_list_scrub(&res->binding_head);
321 
322 	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
323 	if (unlikely(cmd == NULL)) {
324 		mutex_unlock(&dev_priv->binding_mutex);
325 		return -ENOMEM;
326 	}
327 
328 	cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
329 	cmd->header.size = sizeof(cmd->body);
330 	cmd->body.shid = res->id;
331 	vmw_cmd_commit(dev_priv, sizeof(*cmd));
332 	mutex_unlock(&dev_priv->binding_mutex);
333 	vmw_resource_release_id(res);
334 	vmw_fifo_resource_dec(dev_priv);
335 
336 	return 0;
337 }
338 
339 /*
340  * DX shader code:
341  */
342 
343 /**
344  * vmw_dx_shader_commit_notify - Notify that a shader operation has been
345  * committed to hardware from a user-supplied command stream.
346  *
347  * @res: Pointer to the shader resource.
348  * @state: Indicating whether a creation or removal has been committed.
349  *
350  */
vmw_dx_shader_commit_notify(struct vmw_resource * res,enum vmw_cmdbuf_res_state state)351 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
352 					enum vmw_cmdbuf_res_state state)
353 {
354 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
355 	struct vmw_private *dev_priv = res->dev_priv;
356 
357 	if (state == VMW_CMDBUF_RES_ADD) {
358 		mutex_lock(&dev_priv->binding_mutex);
359 		vmw_cotable_add_resource(shader->cotable,
360 					 &shader->cotable_head);
361 		shader->committed = true;
362 		res->id = shader->id;
363 		mutex_unlock(&dev_priv->binding_mutex);
364 	} else {
365 		mutex_lock(&dev_priv->binding_mutex);
366 		list_del_init(&shader->cotable_head);
367 		shader->committed = false;
368 		res->id = -1;
369 		mutex_unlock(&dev_priv->binding_mutex);
370 	}
371 }
372 
373 /**
374  * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
375  *
376  * @res: The shader resource
377  *
378  * This function reverts a scrub operation.
379  */
vmw_dx_shader_unscrub(struct vmw_resource * res)380 static int vmw_dx_shader_unscrub(struct vmw_resource *res)
381 {
382 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
383 	struct vmw_private *dev_priv = res->dev_priv;
384 	struct {
385 		SVGA3dCmdHeader header;
386 		SVGA3dCmdDXBindShader body;
387 	} *cmd;
388 
389 	if (!list_empty(&shader->cotable_head) || !shader->committed)
390 		return 0;
391 
392 	cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id);
393 	if (unlikely(cmd == NULL))
394 		return -ENOMEM;
395 
396 	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
397 	cmd->header.size = sizeof(cmd->body);
398 	cmd->body.cid = shader->ctx->id;
399 	cmd->body.shid = shader->id;
400 	cmd->body.mobid = res->backup->base.resource->start;
401 	cmd->body.offsetInBytes = res->backup_offset;
402 	vmw_cmd_commit(dev_priv, sizeof(*cmd));
403 
404 	vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
405 
406 	return 0;
407 }
408 
409 /**
410  * vmw_dx_shader_create - The DX shader create callback
411  *
412  * @res: The DX shader resource
413  *
414  * The create callback is called as part of resource validation and
415  * makes sure that we unscrub the shader if it's previously been scrubbed.
416  */
vmw_dx_shader_create(struct vmw_resource * res)417 static int vmw_dx_shader_create(struct vmw_resource *res)
418 {
419 	struct vmw_private *dev_priv = res->dev_priv;
420 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
421 	int ret = 0;
422 
423 	WARN_ON_ONCE(!shader->committed);
424 
425 	if (vmw_resource_mob_attached(res)) {
426 		mutex_lock(&dev_priv->binding_mutex);
427 		ret = vmw_dx_shader_unscrub(res);
428 		mutex_unlock(&dev_priv->binding_mutex);
429 	}
430 
431 	res->id = shader->id;
432 	return ret;
433 }
434 
435 /**
436  * vmw_dx_shader_bind - The DX shader bind callback
437  *
438  * @res: The DX shader resource
439  * @val_buf: Pointer to the validate buffer.
440  *
441  */
vmw_dx_shader_bind(struct vmw_resource * res,struct ttm_validate_buffer * val_buf)442 static int vmw_dx_shader_bind(struct vmw_resource *res,
443 			      struct ttm_validate_buffer *val_buf)
444 {
445 	struct vmw_private *dev_priv = res->dev_priv;
446 	struct ttm_buffer_object *bo = val_buf->bo;
447 
448 	BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
449 	mutex_lock(&dev_priv->binding_mutex);
450 	vmw_dx_shader_unscrub(res);
451 	mutex_unlock(&dev_priv->binding_mutex);
452 
453 	return 0;
454 }
455 
456 /**
457  * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
458  *
459  * @res: The shader resource
460  *
461  * This function unbinds a MOB from the DX shader without requiring the
462  * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
463  * However, once the driver eventually decides to unbind the MOB, it doesn't
464  * need to access the context.
465  */
vmw_dx_shader_scrub(struct vmw_resource * res)466 static int vmw_dx_shader_scrub(struct vmw_resource *res)
467 {
468 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
469 	struct vmw_private *dev_priv = res->dev_priv;
470 	struct {
471 		SVGA3dCmdHeader header;
472 		SVGA3dCmdDXBindShader body;
473 	} *cmd;
474 
475 	if (list_empty(&shader->cotable_head))
476 		return 0;
477 
478 	WARN_ON_ONCE(!shader->committed);
479 	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
480 	if (unlikely(cmd == NULL))
481 		return -ENOMEM;
482 
483 	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
484 	cmd->header.size = sizeof(cmd->body);
485 	cmd->body.cid = shader->ctx->id;
486 	cmd->body.shid = res->id;
487 	cmd->body.mobid = SVGA3D_INVALID_ID;
488 	cmd->body.offsetInBytes = 0;
489 	vmw_cmd_commit(dev_priv, sizeof(*cmd));
490 	res->id = -1;
491 	list_del_init(&shader->cotable_head);
492 
493 	return 0;
494 }
495 
496 /**
497  * vmw_dx_shader_unbind - The dx shader unbind callback.
498  *
499  * @res: The shader resource
500  * @readback: Whether this is a readback unbind. Currently unused.
501  * @val_buf: MOB buffer information.
502  */
vmw_dx_shader_unbind(struct vmw_resource * res,bool readback,struct ttm_validate_buffer * val_buf)503 static int vmw_dx_shader_unbind(struct vmw_resource *res,
504 				bool readback,
505 				struct ttm_validate_buffer *val_buf)
506 {
507 	struct vmw_private *dev_priv = res->dev_priv;
508 	struct vmw_fence_obj *fence;
509 	int ret;
510 
511 	BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB);
512 
513 	mutex_lock(&dev_priv->binding_mutex);
514 	ret = vmw_dx_shader_scrub(res);
515 	mutex_unlock(&dev_priv->binding_mutex);
516 
517 	if (ret)
518 		return ret;
519 
520 	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
521 					  &fence, NULL);
522 	vmw_bo_fence_single(val_buf->bo, fence);
523 
524 	if (likely(fence != NULL))
525 		vmw_fence_obj_unreference(&fence);
526 
527 	return 0;
528 }
529 
530 /**
531  * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
532  * DX shaders.
533  *
534  * @dev_priv: Pointer to device private structure.
535  * @list: The list of cotable resources.
536  * @readback: Whether the call was part of a readback unbind.
537  *
538  * Scrubs all shader MOBs so that any subsequent shader unbind or shader
539  * destroy operation won't need to swap in the context.
540  */
vmw_dx_shader_cotable_list_scrub(struct vmw_private * dev_priv,struct list_head * list,bool readback)541 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
542 				      struct list_head *list,
543 				      bool readback)
544 {
545 	struct vmw_dx_shader *entry, *next;
546 
547 	lockdep_assert_held_once(&dev_priv->binding_mutex);
548 
549 	list_for_each_entry_safe(entry, next, list, cotable_head) {
550 		WARN_ON(vmw_dx_shader_scrub(&entry->res));
551 		if (!readback)
552 			entry->committed = false;
553 	}
554 }
555 
556 /**
557  * vmw_dx_shader_res_free - The DX shader free callback
558  *
559  * @res: The shader resource
560  *
561  * Frees the DX shader resource.
562  */
vmw_dx_shader_res_free(struct vmw_resource * res)563 static void vmw_dx_shader_res_free(struct vmw_resource *res)
564 {
565 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
566 
567 	vmw_resource_unreference(&shader->cotable);
568 	kfree(shader);
569 }
570 
571 /**
572  * vmw_dx_shader_add - Add a shader resource as a command buffer managed
573  * resource.
574  *
575  * @man: The command buffer resource manager.
576  * @ctx: Pointer to the context resource.
577  * @user_key: The id used for this shader.
578  * @shader_type: The shader type.
579  * @list: The list of staged command buffer managed resources.
580  */
vmw_dx_shader_add(struct vmw_cmdbuf_res_manager * man,struct vmw_resource * ctx,u32 user_key,SVGA3dShaderType shader_type,struct list_head * list)581 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
582 		      struct vmw_resource *ctx,
583 		      u32 user_key,
584 		      SVGA3dShaderType shader_type,
585 		      struct list_head *list)
586 {
587 	struct vmw_dx_shader *shader;
588 	struct vmw_resource *res;
589 	struct vmw_private *dev_priv = ctx->dev_priv;
590 	int ret;
591 
592 	if (!vmw_shader_id_ok(user_key, shader_type))
593 		return -EINVAL;
594 
595 	shader = kmalloc(sizeof(*shader), GFP_KERNEL);
596 	if (!shader) {
597 		return -ENOMEM;
598 	}
599 
600 	res = &shader->res;
601 	shader->ctx = ctx;
602 	shader->cotable = vmw_resource_reference
603 		(vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
604 	shader->id = user_key;
605 	shader->committed = false;
606 	INIT_LIST_HEAD(&shader->cotable_head);
607 	ret = vmw_resource_init(dev_priv, res, true,
608 				vmw_dx_shader_res_free, &vmw_dx_shader_func);
609 	if (ret)
610 		goto out_resource_init;
611 
612 	/*
613 	 * The user_key name-space is not per shader type for DX shaders,
614 	 * so when hashing, use a single zero shader type.
615 	 */
616 	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
617 				 vmw_shader_key(user_key, 0),
618 				 res, list);
619 	if (ret)
620 		goto out_resource_init;
621 
622 	res->id = shader->id;
623 	res->hw_destroy = vmw_hw_shader_destroy;
624 
625 out_resource_init:
626 	vmw_resource_unreference(&res);
627 
628 	return ret;
629 }
630 
631 
632 
633 /*
634  * User-space shader management:
635  */
636 
637 static struct vmw_resource *
vmw_user_shader_base_to_res(struct ttm_base_object * base)638 vmw_user_shader_base_to_res(struct ttm_base_object *base)
639 {
640 	return &(container_of(base, struct vmw_user_shader, base)->
641 		 shader.res);
642 }
643 
vmw_user_shader_free(struct vmw_resource * res)644 static void vmw_user_shader_free(struct vmw_resource *res)
645 {
646 	struct vmw_user_shader *ushader =
647 		container_of(res, struct vmw_user_shader, shader.res);
648 
649 	ttm_base_object_kfree(ushader, base);
650 }
651 
vmw_shader_free(struct vmw_resource * res)652 static void vmw_shader_free(struct vmw_resource *res)
653 {
654 	struct vmw_shader *shader = vmw_res_to_shader(res);
655 
656 	kfree(shader);
657 }
658 
659 /*
660  * This function is called when user space has no more references on the
661  * base object. It releases the base-object's reference on the resource object.
662  */
663 
vmw_user_shader_base_release(struct ttm_base_object ** p_base)664 static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
665 {
666 	struct ttm_base_object *base = *p_base;
667 	struct vmw_resource *res = vmw_user_shader_base_to_res(base);
668 
669 	*p_base = NULL;
670 	vmw_resource_unreference(&res);
671 }
672 
vmw_shader_destroy_ioctl(struct drm_device * dev,void * data,struct drm_file * file_priv)673 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
674 			      struct drm_file *file_priv)
675 {
676 	struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
677 	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
678 
679 	return ttm_ref_object_base_unref(tfile, arg->handle);
680 }
681 
vmw_user_shader_alloc(struct vmw_private * dev_priv,struct vmw_buffer_object * buffer,size_t shader_size,size_t offset,SVGA3dShaderType shader_type,uint8_t num_input_sig,uint8_t num_output_sig,struct ttm_object_file * tfile,u32 * handle)682 static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
683 				 struct vmw_buffer_object *buffer,
684 				 size_t shader_size,
685 				 size_t offset,
686 				 SVGA3dShaderType shader_type,
687 				 uint8_t num_input_sig,
688 				 uint8_t num_output_sig,
689 				 struct ttm_object_file *tfile,
690 				 u32 *handle)
691 {
692 	struct vmw_user_shader *ushader;
693 	struct vmw_resource *res, *tmp;
694 	int ret;
695 
696 	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
697 	if (unlikely(!ushader)) {
698 		ret = -ENOMEM;
699 		goto out;
700 	}
701 
702 	res = &ushader->shader.res;
703 	ushader->base.shareable = false;
704 	ushader->base.tfile = NULL;
705 
706 	/*
707 	 * From here on, the destructor takes over resource freeing.
708 	 */
709 
710 	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
711 				 offset, shader_type, num_input_sig,
712 				 num_output_sig, buffer,
713 				 vmw_user_shader_free);
714 	if (unlikely(ret != 0))
715 		goto out;
716 
717 	tmp = vmw_resource_reference(res);
718 	ret = ttm_base_object_init(tfile, &ushader->base, false,
719 				   VMW_RES_SHADER,
720 				   &vmw_user_shader_base_release);
721 
722 	if (unlikely(ret != 0)) {
723 		vmw_resource_unreference(&tmp);
724 		goto out_err;
725 	}
726 
727 	if (handle)
728 		*handle = ushader->base.handle;
729 out_err:
730 	vmw_resource_unreference(&res);
731 out:
732 	return ret;
733 }
734 
735 
vmw_shader_alloc(struct vmw_private * dev_priv,struct vmw_buffer_object * buffer,size_t shader_size,size_t offset,SVGA3dShaderType shader_type)736 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
737 					     struct vmw_buffer_object *buffer,
738 					     size_t shader_size,
739 					     size_t offset,
740 					     SVGA3dShaderType shader_type)
741 {
742 	struct vmw_shader *shader;
743 	struct vmw_resource *res;
744 	int ret;
745 
746 	shader = kzalloc(sizeof(*shader), GFP_KERNEL);
747 	if (unlikely(!shader)) {
748 		ret = -ENOMEM;
749 		goto out_err;
750 	}
751 
752 	res = &shader->res;
753 
754 	/*
755 	 * From here on, the destructor takes over resource freeing.
756 	 */
757 	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
758 				 offset, shader_type, 0, 0, buffer,
759 				 vmw_shader_free);
760 
761 out_err:
762 	return ret ? ERR_PTR(ret) : res;
763 }
764 
765 
vmw_shader_define(struct drm_device * dev,struct drm_file * file_priv,enum drm_vmw_shader_type shader_type_drm,u32 buffer_handle,size_t size,size_t offset,uint8_t num_input_sig,uint8_t num_output_sig,uint32_t * shader_handle)766 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
767 			     enum drm_vmw_shader_type shader_type_drm,
768 			     u32 buffer_handle, size_t size, size_t offset,
769 			     uint8_t num_input_sig, uint8_t num_output_sig,
770 			     uint32_t *shader_handle)
771 {
772 	struct vmw_private *dev_priv = vmw_priv(dev);
773 	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
774 	struct vmw_buffer_object *buffer = NULL;
775 	SVGA3dShaderType shader_type;
776 	int ret;
777 
778 	if (buffer_handle != SVGA3D_INVALID_ID) {
779 		ret = vmw_user_bo_lookup(file_priv, buffer_handle, &buffer);
780 		if (unlikely(ret != 0)) {
781 			VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
782 			return ret;
783 		}
784 
785 		if ((u64)buffer->base.base.size < (u64)size + (u64)offset) {
786 			VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
787 			ret = -EINVAL;
788 			goto out_bad_arg;
789 		}
790 	}
791 
792 	switch (shader_type_drm) {
793 	case drm_vmw_shader_type_vs:
794 		shader_type = SVGA3D_SHADERTYPE_VS;
795 		break;
796 	case drm_vmw_shader_type_ps:
797 		shader_type = SVGA3D_SHADERTYPE_PS;
798 		break;
799 	default:
800 		VMW_DEBUG_USER("Illegal shader type.\n");
801 		ret = -EINVAL;
802 		goto out_bad_arg;
803 	}
804 
805 	ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
806 				    shader_type, num_input_sig,
807 				    num_output_sig, tfile, shader_handle);
808 out_bad_arg:
809 	vmw_bo_unreference(&buffer);
810 	drm_gem_object_put(&buffer->base.base);
811 	return ret;
812 }
813 
814 /**
815  * vmw_shader_id_ok - Check whether a compat shader user key and
816  * shader type are within valid bounds.
817  *
818  * @user_key: User space id of the shader.
819  * @shader_type: Shader type.
820  *
821  * Returns true if valid false if not.
822  */
vmw_shader_id_ok(u32 user_key,SVGA3dShaderType shader_type)823 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
824 {
825 	return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
826 }
827 
828 /**
829  * vmw_shader_key - Compute a hash key suitable for a compat shader.
830  *
831  * @user_key: User space id of the shader.
832  * @shader_type: Shader type.
833  *
834  * Returns a hash key suitable for a command buffer managed resource
835  * manager hash table.
836  */
vmw_shader_key(u32 user_key,SVGA3dShaderType shader_type)837 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
838 {
839 	return user_key | (shader_type << 20);
840 }
841 
842 /**
843  * vmw_shader_remove - Stage a compat shader for removal.
844  *
845  * @man: Pointer to the compat shader manager identifying the shader namespace.
846  * @user_key: The key that is used to identify the shader. The key is
847  * unique to the shader type.
848  * @shader_type: Shader type.
849  * @list: Caller's list of staged command buffer resource actions.
850  */
vmw_shader_remove(struct vmw_cmdbuf_res_manager * man,u32 user_key,SVGA3dShaderType shader_type,struct list_head * list)851 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
852 		      u32 user_key, SVGA3dShaderType shader_type,
853 		      struct list_head *list)
854 {
855 	struct vmw_resource *dummy;
856 
857 	if (!vmw_shader_id_ok(user_key, shader_type))
858 		return -EINVAL;
859 
860 	return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
861 				     vmw_shader_key(user_key, shader_type),
862 				     list, &dummy);
863 }
864 
865 /**
866  * vmw_compat_shader_add - Create a compat shader and stage it for addition
867  * as a command buffer managed resource.
868  *
869  * @dev_priv: Pointer to device private structure.
870  * @man: Pointer to the compat shader manager identifying the shader namespace.
871  * @user_key: The key that is used to identify the shader. The key is
872  * unique to the shader type.
873  * @bytecode: Pointer to the bytecode of the shader.
874  * @shader_type: Shader type.
875  * @size: Command size.
876  * @list: Caller's list of staged command buffer resource actions.
877  *
878  */
vmw_compat_shader_add(struct vmw_private * dev_priv,struct vmw_cmdbuf_res_manager * man,u32 user_key,const void * bytecode,SVGA3dShaderType shader_type,size_t size,struct list_head * list)879 int vmw_compat_shader_add(struct vmw_private *dev_priv,
880 			  struct vmw_cmdbuf_res_manager *man,
881 			  u32 user_key, const void *bytecode,
882 			  SVGA3dShaderType shader_type,
883 			  size_t size,
884 			  struct list_head *list)
885 {
886 	struct ttm_operation_ctx ctx = { false, true };
887 	struct vmw_buffer_object *buf;
888 	struct ttm_bo_kmap_obj map;
889 	bool is_iomem;
890 	int ret;
891 	struct vmw_resource *res;
892 
893 	if (!vmw_shader_id_ok(user_key, shader_type))
894 		return -EINVAL;
895 
896 	ret = vmw_bo_create(dev_priv, size, &vmw_sys_placement,
897 			    true, true, vmw_bo_bo_free, &buf);
898 	if (unlikely(ret != 0))
899 		goto out;
900 
901 	ret = ttm_bo_reserve(&buf->base, false, true, NULL);
902 	if (unlikely(ret != 0))
903 		goto no_reserve;
904 
905 	/* Map and copy shader bytecode. */
906 	ret = ttm_bo_kmap(&buf->base, 0, PFN_UP(size), &map);
907 	if (unlikely(ret != 0)) {
908 		ttm_bo_unreserve(&buf->base);
909 		goto no_reserve;
910 	}
911 
912 	memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
913 	WARN_ON(is_iomem);
914 
915 	ttm_bo_kunmap(&map);
916 	ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
917 	WARN_ON(ret != 0);
918 	ttm_bo_unreserve(&buf->base);
919 
920 	res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
921 	if (unlikely(ret != 0))
922 		goto no_reserve;
923 
924 	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
925 				 vmw_shader_key(user_key, shader_type),
926 				 res, list);
927 	vmw_resource_unreference(&res);
928 no_reserve:
929 	vmw_bo_unreference(&buf);
930 out:
931 	return ret;
932 }
933 
934 /**
935  * vmw_shader_lookup - Look up a compat shader
936  *
937  * @man: Pointer to the command buffer managed resource manager identifying
938  * the shader namespace.
939  * @user_key: The user space id of the shader.
940  * @shader_type: The shader type.
941  *
942  * Returns a refcounted pointer to a struct vmw_resource if the shader was
943  * found. An error pointer otherwise.
944  */
945 struct vmw_resource *
vmw_shader_lookup(struct vmw_cmdbuf_res_manager * man,u32 user_key,SVGA3dShaderType shader_type)946 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
947 		  u32 user_key,
948 		  SVGA3dShaderType shader_type)
949 {
950 	if (!vmw_shader_id_ok(user_key, shader_type))
951 		return ERR_PTR(-EINVAL);
952 
953 	return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
954 				     vmw_shader_key(user_key, shader_type));
955 }
956 
vmw_shader_define_ioctl(struct drm_device * dev,void * data,struct drm_file * file_priv)957 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
958 			     struct drm_file *file_priv)
959 {
960 	struct drm_vmw_shader_create_arg *arg =
961 		(struct drm_vmw_shader_create_arg *)data;
962 
963 	return vmw_shader_define(dev, file_priv, arg->shader_type,
964 				 arg->buffer_handle,
965 				 arg->size, arg->offset,
966 				 0, 0,
967 				 &arg->shader_handle);
968 }
969