1 /*        $NetBSD: vmwgfx_shader.c,v 1.3 2021/12/18 23:45:45 riastradh Exp $    */
2 
3 // SPDX-License-Identifier: GPL-2.0 OR MIT
4 /**************************************************************************
5  *
6  * Copyright 2009-2015 VMware, Inc., Palo Alto, CA., USA
7  *
8  * Permission is hereby granted, free of charge, to any person obtaining a
9  * copy of this software and associated documentation files (the
10  * "Software"), to deal in the Software without restriction, including
11  * without limitation the rights to use, copy, modify, merge, publish,
12  * distribute, sub license, and/or sell copies of the Software, and to
13  * permit persons to whom the Software is furnished to do so, subject to
14  * the following conditions:
15  *
16  * The above copyright notice and this permission notice (including the
17  * next paragraph) shall be included in all copies or substantial portions
18  * of the Software.
19  *
20  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22  * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
23  * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
24  * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
25  * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
26  * USE OR OTHER DEALINGS IN THE SOFTWARE.
27  *
28  **************************************************************************/
29 
30 #include <sys/cdefs.h>
31 __KERNEL_RCSID(0, "$NetBSD: vmwgfx_shader.c,v 1.3 2021/12/18 23:45:45 riastradh Exp $");
32 
33 #include <drm/ttm/ttm_placement.h>
34 
35 #include "vmwgfx_drv.h"
36 #include "vmwgfx_resource_priv.h"
37 #include "vmwgfx_binding.h"
38 
39 struct vmw_shader {
40           struct vmw_resource res;
41           SVGA3dShaderType type;
42           uint32_t size;
43           uint8_t num_input_sig;
44           uint8_t num_output_sig;
45 };
46 
47 struct vmw_user_shader {
48           struct ttm_base_object base;
49           struct vmw_shader shader;
50 };
51 
52 struct vmw_dx_shader {
53           struct vmw_resource res;
54           struct vmw_resource *ctx;
55           struct vmw_resource *cotable;
56           u32 id;
57           bool committed;
58           struct list_head cotable_head;
59 };
60 
61 static uint64_t vmw_user_shader_size;
62 static uint64_t vmw_shader_size;
63 static size_t vmw_shader_dx_size;
64 
65 static void vmw_user_shader_free(struct vmw_resource *res);
66 static struct vmw_resource *
67 vmw_user_shader_base_to_res(struct ttm_base_object *base);
68 
69 static int vmw_gb_shader_create(struct vmw_resource *res);
70 static int vmw_gb_shader_bind(struct vmw_resource *res,
71                                      struct ttm_validate_buffer *val_buf);
72 static int vmw_gb_shader_unbind(struct vmw_resource *res,
73                                          bool readback,
74                                          struct ttm_validate_buffer *val_buf);
75 static int vmw_gb_shader_destroy(struct vmw_resource *res);
76 
77 static int vmw_dx_shader_create(struct vmw_resource *res);
78 static int vmw_dx_shader_bind(struct vmw_resource *res,
79                                      struct ttm_validate_buffer *val_buf);
80 static int vmw_dx_shader_unbind(struct vmw_resource *res,
81                                          bool readback,
82                                          struct ttm_validate_buffer *val_buf);
83 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
84                                                   enum vmw_cmdbuf_res_state state);
85 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
86 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
87 static uint64_t vmw_user_shader_size;
88 
89 static const struct vmw_user_resource_conv user_shader_conv = {
90           .object_type = VMW_RES_SHADER,
91           .base_obj_to_res = vmw_user_shader_base_to_res,
92           .res_free = vmw_user_shader_free
93 };
94 
95 const struct vmw_user_resource_conv *user_shader_converter =
96           &user_shader_conv;
97 
98 
99 static const struct vmw_res_func vmw_gb_shader_func = {
100           .res_type = vmw_res_shader,
101           .needs_backup = true,
102           .may_evict = true,
103           .prio = 3,
104           .dirty_prio = 3,
105           .type_name = "guest backed shaders",
106           .backup_placement = &vmw_mob_placement,
107           .create = vmw_gb_shader_create,
108           .destroy = vmw_gb_shader_destroy,
109           .bind = vmw_gb_shader_bind,
110           .unbind = vmw_gb_shader_unbind
111 };
112 
113 static const struct vmw_res_func vmw_dx_shader_func = {
114           .res_type = vmw_res_shader,
115           .needs_backup = true,
116           .may_evict = true,
117           .prio = 3,
118           .dirty_prio = 3,
119           .type_name = "dx shaders",
120           .backup_placement = &vmw_mob_placement,
121           .create = vmw_dx_shader_create,
122           /*
123            * The destroy callback is only called with a committed resource on
124            * context destroy, in which case we destroy the cotable anyway,
125            * so there's no need to destroy DX shaders separately.
126            */
127           .destroy = NULL,
128           .bind = vmw_dx_shader_bind,
129           .unbind = vmw_dx_shader_unbind,
130           .commit_notify = vmw_dx_shader_commit_notify,
131 };
132 
133 /**
134  * Shader management:
135  */
136 
137 static inline struct vmw_shader *
vmw_res_to_shader(struct vmw_resource * res)138 vmw_res_to_shader(struct vmw_resource *res)
139 {
140           return container_of(res, struct vmw_shader, res);
141 }
142 
143 /**
144  * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
145  * struct vmw_dx_shader
146  *
147  * @res: Pointer to the struct vmw_resource.
148  */
149 static inline struct vmw_dx_shader *
vmw_res_to_dx_shader(struct vmw_resource * res)150 vmw_res_to_dx_shader(struct vmw_resource *res)
151 {
152           return container_of(res, struct vmw_dx_shader, res);
153 }
154 
vmw_hw_shader_destroy(struct vmw_resource * res)155 static void vmw_hw_shader_destroy(struct vmw_resource *res)
156 {
157           if (likely(res->func->destroy))
158                     (void) res->func->destroy(res);
159           else
160                     res->id = -1;
161 }
162 
163 
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))164 static int vmw_gb_shader_init(struct vmw_private *dev_priv,
165                                     struct vmw_resource *res,
166                                     uint32_t size,
167                                     uint64_t offset,
168                                     SVGA3dShaderType type,
169                                     uint8_t num_input_sig,
170                                     uint8_t num_output_sig,
171                                     struct vmw_buffer_object *byte_code,
172                                     void (*res_free) (struct vmw_resource *res))
173 {
174           struct vmw_shader *shader = vmw_res_to_shader(res);
175           int ret;
176 
177           ret = vmw_resource_init(dev_priv, res, true, res_free,
178                                         &vmw_gb_shader_func);
179 
180           if (unlikely(ret != 0)) {
181                     if (res_free)
182                               res_free(res);
183                     else
184                               kfree(res);
185                     return ret;
186           }
187 
188           res->backup_size = size;
189           if (byte_code) {
190                     res->backup = vmw_bo_reference(byte_code);
191                     res->backup_offset = offset;
192           }
193           shader->size = size;
194           shader->type = type;
195           shader->num_input_sig = num_input_sig;
196           shader->num_output_sig = num_output_sig;
197 
198           res->hw_destroy = vmw_hw_shader_destroy;
199           return 0;
200 }
201 
202 /*
203  * GB shader code:
204  */
205 
vmw_gb_shader_create(struct vmw_resource * res)206 static int vmw_gb_shader_create(struct vmw_resource *res)
207 {
208           struct vmw_private *dev_priv = res->dev_priv;
209           struct vmw_shader *shader = vmw_res_to_shader(res);
210           int ret;
211           struct {
212                     SVGA3dCmdHeader header;
213                     SVGA3dCmdDefineGBShader body;
214           } *cmd;
215 
216           if (likely(res->id != -1))
217                     return 0;
218 
219           ret = vmw_resource_alloc_id(res);
220           if (unlikely(ret != 0)) {
221                     DRM_ERROR("Failed to allocate a shader id.\n");
222                     goto out_no_id;
223           }
224 
225           if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
226                     ret = -EBUSY;
227                     goto out_no_fifo;
228           }
229 
230           cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
231           if (unlikely(cmd == NULL)) {
232                     ret = -ENOMEM;
233                     goto out_no_fifo;
234           }
235 
236           cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
237           cmd->header.size = sizeof(cmd->body);
238           cmd->body.shid = res->id;
239           cmd->body.type = shader->type;
240           cmd->body.sizeInBytes = shader->size;
241           vmw_fifo_commit(dev_priv, sizeof(*cmd));
242           vmw_fifo_resource_inc(dev_priv);
243 
244           return 0;
245 
246 out_no_fifo:
247           vmw_resource_release_id(res);
248 out_no_id:
249           return ret;
250 }
251 
vmw_gb_shader_bind(struct vmw_resource * res,struct ttm_validate_buffer * val_buf)252 static int vmw_gb_shader_bind(struct vmw_resource *res,
253                                     struct ttm_validate_buffer *val_buf)
254 {
255           struct vmw_private *dev_priv = res->dev_priv;
256           struct {
257                     SVGA3dCmdHeader header;
258                     SVGA3dCmdBindGBShader body;
259           } *cmd;
260           struct ttm_buffer_object *bo = val_buf->bo;
261 
262           BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
263 
264           cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
265           if (unlikely(cmd == NULL))
266                     return -ENOMEM;
267 
268           cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
269           cmd->header.size = sizeof(cmd->body);
270           cmd->body.shid = res->id;
271           cmd->body.mobid = bo->mem.start;
272           cmd->body.offsetInBytes = res->backup_offset;
273           res->backup_dirty = false;
274           vmw_fifo_commit(dev_priv, sizeof(*cmd));
275 
276           return 0;
277 }
278 
vmw_gb_shader_unbind(struct vmw_resource * res,bool readback,struct ttm_validate_buffer * val_buf)279 static int vmw_gb_shader_unbind(struct vmw_resource *res,
280                                         bool readback,
281                                         struct ttm_validate_buffer *val_buf)
282 {
283           struct vmw_private *dev_priv = res->dev_priv;
284           struct {
285                     SVGA3dCmdHeader header;
286                     SVGA3dCmdBindGBShader body;
287           } *cmd;
288           struct vmw_fence_obj *fence;
289 
290           BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
291 
292           cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
293           if (unlikely(cmd == NULL))
294                     return -ENOMEM;
295 
296           cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
297           cmd->header.size = sizeof(cmd->body);
298           cmd->body.shid = res->id;
299           cmd->body.mobid = SVGA3D_INVALID_ID;
300           cmd->body.offsetInBytes = 0;
301           vmw_fifo_commit(dev_priv, sizeof(*cmd));
302 
303           /*
304            * Create a fence object and fence the backup buffer.
305            */
306 
307           (void) vmw_execbuf_fence_commands(NULL, dev_priv,
308                                                     &fence, NULL);
309 
310           vmw_bo_fence_single(val_buf->bo, fence);
311 
312           if (likely(fence != NULL))
313                     vmw_fence_obj_unreference(&fence);
314 
315           return 0;
316 }
317 
vmw_gb_shader_destroy(struct vmw_resource * res)318 static int vmw_gb_shader_destroy(struct vmw_resource *res)
319 {
320           struct vmw_private *dev_priv = res->dev_priv;
321           struct {
322                     SVGA3dCmdHeader header;
323                     SVGA3dCmdDestroyGBShader body;
324           } *cmd;
325 
326           if (likely(res->id == -1))
327                     return 0;
328 
329           mutex_lock(&dev_priv->binding_mutex);
330           vmw_binding_res_list_scrub(&res->binding_head);
331 
332           cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
333           if (unlikely(cmd == NULL)) {
334                     mutex_unlock(&dev_priv->binding_mutex);
335                     return -ENOMEM;
336           }
337 
338           cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
339           cmd->header.size = sizeof(cmd->body);
340           cmd->body.shid = res->id;
341           vmw_fifo_commit(dev_priv, sizeof(*cmd));
342           mutex_unlock(&dev_priv->binding_mutex);
343           vmw_resource_release_id(res);
344           vmw_fifo_resource_dec(dev_priv);
345 
346           return 0;
347 }
348 
349 /*
350  * DX shader code:
351  */
352 
353 /**
354  * vmw_dx_shader_commit_notify - Notify that a shader operation has been
355  * committed to hardware from a user-supplied command stream.
356  *
357  * @res: Pointer to the shader resource.
358  * @state: Indicating whether a creation or removal has been committed.
359  *
360  */
vmw_dx_shader_commit_notify(struct vmw_resource * res,enum vmw_cmdbuf_res_state state)361 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
362                                                   enum vmw_cmdbuf_res_state state)
363 {
364           struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
365           struct vmw_private *dev_priv = res->dev_priv;
366 
367           if (state == VMW_CMDBUF_RES_ADD) {
368                     mutex_lock(&dev_priv->binding_mutex);
369                     vmw_cotable_add_resource(shader->cotable,
370                                                    &shader->cotable_head);
371                     shader->committed = true;
372                     res->id = shader->id;
373                     mutex_unlock(&dev_priv->binding_mutex);
374           } else {
375                     mutex_lock(&dev_priv->binding_mutex);
376                     list_del_init(&shader->cotable_head);
377                     shader->committed = false;
378                     res->id = -1;
379                     mutex_unlock(&dev_priv->binding_mutex);
380           }
381 }
382 
383 /**
384  * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
385  *
386  * @res: The shader resource
387  *
388  * This function reverts a scrub operation.
389  */
vmw_dx_shader_unscrub(struct vmw_resource * res)390 static int vmw_dx_shader_unscrub(struct vmw_resource *res)
391 {
392           struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
393           struct vmw_private *dev_priv = res->dev_priv;
394           struct {
395                     SVGA3dCmdHeader header;
396                     SVGA3dCmdDXBindShader body;
397           } *cmd;
398 
399           if (!list_empty(&shader->cotable_head) || !shader->committed)
400                     return 0;
401 
402           cmd = VMW_FIFO_RESERVE_DX(dev_priv, sizeof(*cmd), shader->ctx->id);
403           if (unlikely(cmd == NULL))
404                     return -ENOMEM;
405 
406           cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
407           cmd->header.size = sizeof(cmd->body);
408           cmd->body.cid = shader->ctx->id;
409           cmd->body.shid = shader->id;
410           cmd->body.mobid = res->backup->base.mem.start;
411           cmd->body.offsetInBytes = res->backup_offset;
412           vmw_fifo_commit(dev_priv, sizeof(*cmd));
413 
414           vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
415 
416           return 0;
417 }
418 
419 /**
420  * vmw_dx_shader_create - The DX shader create callback
421  *
422  * @res: The DX shader resource
423  *
424  * The create callback is called as part of resource validation and
425  * makes sure that we unscrub the shader if it's previously been scrubbed.
426  */
vmw_dx_shader_create(struct vmw_resource * res)427 static int vmw_dx_shader_create(struct vmw_resource *res)
428 {
429           struct vmw_private *dev_priv = res->dev_priv;
430           struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
431           int ret = 0;
432 
433           WARN_ON_ONCE(!shader->committed);
434 
435           if (vmw_resource_mob_attached(res)) {
436                     mutex_lock(&dev_priv->binding_mutex);
437                     ret = vmw_dx_shader_unscrub(res);
438                     mutex_unlock(&dev_priv->binding_mutex);
439           }
440 
441           res->id = shader->id;
442           return ret;
443 }
444 
445 /**
446  * vmw_dx_shader_bind - The DX shader bind callback
447  *
448  * @res: The DX shader resource
449  * @val_buf: Pointer to the validate buffer.
450  *
451  */
vmw_dx_shader_bind(struct vmw_resource * res,struct ttm_validate_buffer * val_buf)452 static int vmw_dx_shader_bind(struct vmw_resource *res,
453                                     struct ttm_validate_buffer *val_buf)
454 {
455           struct vmw_private *dev_priv = res->dev_priv;
456           struct ttm_buffer_object *bo = val_buf->bo;
457 
458           BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
459           mutex_lock(&dev_priv->binding_mutex);
460           vmw_dx_shader_unscrub(res);
461           mutex_unlock(&dev_priv->binding_mutex);
462 
463           return 0;
464 }
465 
466 /**
467  * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
468  *
469  * @res: The shader resource
470  *
471  * This function unbinds a MOB from the DX shader without requiring the
472  * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
473  * However, once the driver eventually decides to unbind the MOB, it doesn't
474  * need to access the context.
475  */
vmw_dx_shader_scrub(struct vmw_resource * res)476 static int vmw_dx_shader_scrub(struct vmw_resource *res)
477 {
478           struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
479           struct vmw_private *dev_priv = res->dev_priv;
480           struct {
481                     SVGA3dCmdHeader header;
482                     SVGA3dCmdDXBindShader body;
483           } *cmd;
484 
485           if (list_empty(&shader->cotable_head))
486                     return 0;
487 
488           WARN_ON_ONCE(!shader->committed);
489           cmd = VMW_FIFO_RESERVE(dev_priv, sizeof(*cmd));
490           if (unlikely(cmd == NULL))
491                     return -ENOMEM;
492 
493           cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
494           cmd->header.size = sizeof(cmd->body);
495           cmd->body.cid = shader->ctx->id;
496           cmd->body.shid = res->id;
497           cmd->body.mobid = SVGA3D_INVALID_ID;
498           cmd->body.offsetInBytes = 0;
499           vmw_fifo_commit(dev_priv, sizeof(*cmd));
500           res->id = -1;
501           list_del_init(&shader->cotable_head);
502 
503           return 0;
504 }
505 
506 /**
507  * vmw_dx_shader_unbind - The dx shader unbind callback.
508  *
509  * @res: The shader resource
510  * @readback: Whether this is a readback unbind. Currently unused.
511  * @val_buf: MOB buffer information.
512  */
vmw_dx_shader_unbind(struct vmw_resource * res,bool readback,struct ttm_validate_buffer * val_buf)513 static int vmw_dx_shader_unbind(struct vmw_resource *res,
514                                         bool readback,
515                                         struct ttm_validate_buffer *val_buf)
516 {
517           struct vmw_private *dev_priv = res->dev_priv;
518           struct vmw_fence_obj *fence;
519           int ret;
520 
521           BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);
522 
523           mutex_lock(&dev_priv->binding_mutex);
524           ret = vmw_dx_shader_scrub(res);
525           mutex_unlock(&dev_priv->binding_mutex);
526 
527           if (ret)
528                     return ret;
529 
530           (void) vmw_execbuf_fence_commands(NULL, dev_priv,
531                                                     &fence, NULL);
532           vmw_bo_fence_single(val_buf->bo, fence);
533 
534           if (likely(fence != NULL))
535                     vmw_fence_obj_unreference(&fence);
536 
537           return 0;
538 }
539 
540 /**
541  * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
542  * DX shaders.
543  *
544  * @dev_priv: Pointer to device private structure.
545  * @list: The list of cotable resources.
546  * @readback: Whether the call was part of a readback unbind.
547  *
548  * Scrubs all shader MOBs so that any subsequent shader unbind or shader
549  * destroy operation won't need to swap in the context.
550  */
vmw_dx_shader_cotable_list_scrub(struct vmw_private * dev_priv,struct list_head * list,bool readback)551 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
552                                               struct list_head *list,
553                                               bool readback)
554 {
555           struct vmw_dx_shader *entry, *next;
556 
557           lockdep_assert_held_once(&dev_priv->binding_mutex);
558 
559           list_for_each_entry_safe(entry, next, list, cotable_head) {
560                     WARN_ON(vmw_dx_shader_scrub(&entry->res));
561                     if (!readback)
562                               entry->committed = false;
563           }
564 }
565 
566 /**
567  * vmw_dx_shader_res_free - The DX shader free callback
568  *
569  * @res: The shader resource
570  *
571  * Frees the DX shader resource and updates memory accounting.
572  */
vmw_dx_shader_res_free(struct vmw_resource * res)573 static void vmw_dx_shader_res_free(struct vmw_resource *res)
574 {
575           struct vmw_private *dev_priv = res->dev_priv;
576           struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
577 
578           vmw_resource_unreference(&shader->cotable);
579           kfree(shader);
580           ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
581 }
582 
583 /**
584  * vmw_dx_shader_add - Add a shader resource as a command buffer managed
585  * resource.
586  *
587  * @man: The command buffer resource manager.
588  * @ctx: Pointer to the context resource.
589  * @user_key: The id used for this shader.
590  * @shader_type: The shader type.
591  * @list: The list of staged command buffer managed resources.
592  */
vmw_dx_shader_add(struct vmw_cmdbuf_res_manager * man,struct vmw_resource * ctx,u32 user_key,SVGA3dShaderType shader_type,struct list_head * list)593 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
594                           struct vmw_resource *ctx,
595                           u32 user_key,
596                           SVGA3dShaderType shader_type,
597                           struct list_head *list)
598 {
599           struct vmw_dx_shader *shader;
600           struct vmw_resource *res;
601           struct vmw_private *dev_priv = ctx->dev_priv;
602           struct ttm_operation_ctx ttm_opt_ctx = {
603                     .interruptible = true,
604                     .no_wait_gpu = false
605           };
606           int ret;
607 
608           if (!vmw_shader_dx_size)
609                     vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));
610 
611           if (!vmw_shader_id_ok(user_key, shader_type))
612                     return -EINVAL;
613 
614           ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
615                                            &ttm_opt_ctx);
616           if (ret) {
617                     if (ret != -ERESTARTSYS)
618                               DRM_ERROR("Out of graphics memory for shader "
619                                           "creation.\n");
620                     return ret;
621           }
622 
623           shader = kmalloc(sizeof(*shader), GFP_KERNEL);
624           if (!shader) {
625                     ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
626                     return -ENOMEM;
627           }
628 
629           res = &shader->res;
630           shader->ctx = ctx;
631           shader->cotable = vmw_resource_reference
632                     (vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
633           shader->id = user_key;
634           shader->committed = false;
635           INIT_LIST_HEAD(&shader->cotable_head);
636           ret = vmw_resource_init(dev_priv, res, true,
637                                         vmw_dx_shader_res_free, &vmw_dx_shader_func);
638           if (ret)
639                     goto out_resource_init;
640 
641           /*
642            * The user_key name-space is not per shader type for DX shaders,
643            * so when hashing, use a single zero shader type.
644            */
645           ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
646                                          vmw_shader_key(user_key, 0),
647                                          res, list);
648           if (ret)
649                     goto out_resource_init;
650 
651           res->id = shader->id;
652           res->hw_destroy = vmw_hw_shader_destroy;
653 
654 out_resource_init:
655           vmw_resource_unreference(&res);
656 
657           return ret;
658 }
659 
660 
661 
662 /**
663  * User-space shader management:
664  */
665 
666 static struct vmw_resource *
vmw_user_shader_base_to_res(struct ttm_base_object * base)667 vmw_user_shader_base_to_res(struct ttm_base_object *base)
668 {
669           return &(container_of(base, struct vmw_user_shader, base)->
670                      shader.res);
671 }
672 
vmw_user_shader_free(struct vmw_resource * res)673 static void vmw_user_shader_free(struct vmw_resource *res)
674 {
675           struct vmw_user_shader *ushader =
676                     container_of(res, struct vmw_user_shader, shader.res);
677           struct vmw_private *dev_priv = res->dev_priv;
678 
679           ttm_base_object_kfree(ushader, base);
680           ttm_mem_global_free(vmw_mem_glob(dev_priv),
681                                   vmw_user_shader_size);
682 }
683 
vmw_shader_free(struct vmw_resource * res)684 static void vmw_shader_free(struct vmw_resource *res)
685 {
686           struct vmw_shader *shader = vmw_res_to_shader(res);
687           struct vmw_private *dev_priv = res->dev_priv;
688 
689           kfree(shader);
690           ttm_mem_global_free(vmw_mem_glob(dev_priv),
691                                   vmw_shader_size);
692 }
693 
694 /**
695  * This function is called when user space has no more references on the
696  * base object. It releases the base-object's reference on the resource object.
697  */
698 
vmw_user_shader_base_release(struct ttm_base_object ** p_base)699 static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
700 {
701           struct ttm_base_object *base = *p_base;
702           struct vmw_resource *res = vmw_user_shader_base_to_res(base);
703 
704           *p_base = NULL;
705           vmw_resource_unreference(&res);
706 }
707 
vmw_shader_destroy_ioctl(struct drm_device * dev,void * data,struct drm_file * file_priv)708 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
709                                     struct drm_file *file_priv)
710 {
711           struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
712           struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
713 
714           return ttm_ref_object_base_unref(tfile, arg->handle,
715                                                    TTM_REF_USAGE);
716 }
717 
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)718 static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
719                                          struct vmw_buffer_object *buffer,
720                                          size_t shader_size,
721                                          size_t offset,
722                                          SVGA3dShaderType shader_type,
723                                          uint8_t num_input_sig,
724                                          uint8_t num_output_sig,
725                                          struct ttm_object_file *tfile,
726                                          u32 *handle)
727 {
728           struct vmw_user_shader *ushader;
729           struct vmw_resource *res, *tmp;
730           struct ttm_operation_ctx ctx = {
731                     .interruptible = true,
732                     .no_wait_gpu = false
733           };
734           int ret;
735 
736           if (unlikely(vmw_user_shader_size == 0))
737                     vmw_user_shader_size =
738                               ttm_round_pot(sizeof(struct vmw_user_shader)) +
739                               VMW_IDA_ACC_SIZE + TTM_OBJ_EXTRA_SIZE;
740 
741           ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
742                                            vmw_user_shader_size,
743                                            &ctx);
744           if (unlikely(ret != 0)) {
745                     if (ret != -ERESTARTSYS)
746                               DRM_ERROR("Out of graphics memory for shader "
747                                           "creation.\n");
748                     goto out;
749           }
750 
751           ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
752           if (unlikely(!ushader)) {
753                     ttm_mem_global_free(vmw_mem_glob(dev_priv),
754                                             vmw_user_shader_size);
755                     ret = -ENOMEM;
756                     goto out;
757           }
758 
759           res = &ushader->shader.res;
760           ushader->base.shareable = false;
761           ushader->base.tfile = NULL;
762 
763           /*
764            * From here on, the destructor takes over resource freeing.
765            */
766 
767           ret = vmw_gb_shader_init(dev_priv, res, shader_size,
768                                          offset, shader_type, num_input_sig,
769                                          num_output_sig, buffer,
770                                          vmw_user_shader_free);
771           if (unlikely(ret != 0))
772                     goto out;
773 
774           tmp = vmw_resource_reference(res);
775           ret = ttm_base_object_init(tfile, &ushader->base, false,
776                                            VMW_RES_SHADER,
777                                            &vmw_user_shader_base_release, NULL);
778 
779           if (unlikely(ret != 0)) {
780                     vmw_resource_unreference(&tmp);
781                     goto out_err;
782           }
783 
784           if (handle)
785                     *handle = ushader->base.handle;
786 out_err:
787           vmw_resource_unreference(&res);
788 out:
789           return ret;
790 }
791 
792 
vmw_shader_alloc(struct vmw_private * dev_priv,struct vmw_buffer_object * buffer,size_t shader_size,size_t offset,SVGA3dShaderType shader_type)793 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
794                                                        struct vmw_buffer_object *buffer,
795                                                        size_t shader_size,
796                                                        size_t offset,
797                                                        SVGA3dShaderType shader_type)
798 {
799           struct vmw_shader *shader;
800           struct vmw_resource *res;
801           struct ttm_operation_ctx ctx = {
802                     .interruptible = true,
803                     .no_wait_gpu = false
804           };
805           int ret;
806 
807           if (unlikely(vmw_shader_size == 0))
808                     vmw_shader_size =
809                               ttm_round_pot(sizeof(struct vmw_shader)) +
810                               VMW_IDA_ACC_SIZE;
811 
812           ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
813                                            vmw_shader_size,
814                                            &ctx);
815           if (unlikely(ret != 0)) {
816                     if (ret != -ERESTARTSYS)
817                               DRM_ERROR("Out of graphics memory for shader "
818                                           "creation.\n");
819                     goto out_err;
820           }
821 
822           shader = kzalloc(sizeof(*shader), GFP_KERNEL);
823           if (unlikely(!shader)) {
824                     ttm_mem_global_free(vmw_mem_glob(dev_priv),
825                                             vmw_shader_size);
826                     ret = -ENOMEM;
827                     goto out_err;
828           }
829 
830           res = &shader->res;
831 
832           /*
833            * From here on, the destructor takes over resource freeing.
834            */
835           ret = vmw_gb_shader_init(dev_priv, res, shader_size,
836                                          offset, shader_type, 0, 0, buffer,
837                                          vmw_shader_free);
838 
839 out_err:
840           return ret ? ERR_PTR(ret) : res;
841 }
842 
843 
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)844 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
845                                    enum drm_vmw_shader_type shader_type_drm,
846                                    u32 buffer_handle, size_t size, size_t offset,
847                                    uint8_t num_input_sig, uint8_t num_output_sig,
848                                    uint32_t *shader_handle)
849 {
850           struct vmw_private *dev_priv = vmw_priv(dev);
851           struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
852           struct vmw_buffer_object *buffer = NULL;
853           SVGA3dShaderType shader_type;
854           int ret;
855 
856           if (buffer_handle != SVGA3D_INVALID_ID) {
857                     ret = vmw_user_bo_lookup(tfile, buffer_handle,
858                                                        &buffer, NULL);
859                     if (unlikely(ret != 0)) {
860                               VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
861                               return ret;
862                     }
863 
864                     if ((u64)buffer->base.num_pages * PAGE_SIZE <
865                         (u64)size + (u64)offset) {
866                               VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
867                               ret = -EINVAL;
868                               goto out_bad_arg;
869                     }
870           }
871 
872           switch (shader_type_drm) {
873           case drm_vmw_shader_type_vs:
874                     shader_type = SVGA3D_SHADERTYPE_VS;
875                     break;
876           case drm_vmw_shader_type_ps:
877                     shader_type = SVGA3D_SHADERTYPE_PS;
878                     break;
879           default:
880                     VMW_DEBUG_USER("Illegal shader type.\n");
881                     ret = -EINVAL;
882                     goto out_bad_arg;
883           }
884 
885           ret = ttm_read_lock(&dev_priv->reservation_sem, true);
886           if (unlikely(ret != 0))
887                     goto out_bad_arg;
888 
889           ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
890                                             shader_type, num_input_sig,
891                                             num_output_sig, tfile, shader_handle);
892 
893           ttm_read_unlock(&dev_priv->reservation_sem);
894 out_bad_arg:
895           vmw_bo_unreference(&buffer);
896           return ret;
897 }
898 
899 /**
900  * vmw_shader_id_ok - Check whether a compat shader user key and
901  * shader type are within valid bounds.
902  *
903  * @user_key: User space id of the shader.
904  * @shader_type: Shader type.
905  *
906  * Returns true if valid false if not.
907  */
vmw_shader_id_ok(u32 user_key,SVGA3dShaderType shader_type)908 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
909 {
910           return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
911 }
912 
913 /**
914  * vmw_shader_key - Compute a hash key suitable for a compat shader.
915  *
916  * @user_key: User space id of the shader.
917  * @shader_type: Shader type.
918  *
919  * Returns a hash key suitable for a command buffer managed resource
920  * manager hash table.
921  */
vmw_shader_key(u32 user_key,SVGA3dShaderType shader_type)922 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
923 {
924           return user_key | (shader_type << 20);
925 }
926 
927 /**
928  * vmw_shader_remove - Stage a compat shader for removal.
929  *
930  * @man: Pointer to the compat shader manager identifying the shader namespace.
931  * @user_key: The key that is used to identify the shader. The key is
932  * unique to the shader type.
933  * @shader_type: Shader type.
934  * @list: Caller's list of staged command buffer resource actions.
935  */
vmw_shader_remove(struct vmw_cmdbuf_res_manager * man,u32 user_key,SVGA3dShaderType shader_type,struct list_head * list)936 int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
937                           u32 user_key, SVGA3dShaderType shader_type,
938                           struct list_head *list)
939 {
940           struct vmw_resource *dummy;
941 
942           if (!vmw_shader_id_ok(user_key, shader_type))
943                     return -EINVAL;
944 
945           return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
946                                              vmw_shader_key(user_key, shader_type),
947                                              list, &dummy);
948 }
949 
950 /**
951  * vmw_compat_shader_add - Create a compat shader and stage it for addition
952  * as a command buffer managed resource.
953  *
954  * @man: Pointer to the compat shader manager identifying the shader namespace.
955  * @user_key: The key that is used to identify the shader. The key is
956  * unique to the shader type.
957  * @bytecode: Pointer to the bytecode of the shader.
958  * @shader_type: Shader type.
959  * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
960  * to be created with.
961  * @list: Caller's list of staged command buffer resource actions.
962  *
963  */
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)964 int vmw_compat_shader_add(struct vmw_private *dev_priv,
965                                 struct vmw_cmdbuf_res_manager *man,
966                                 u32 user_key, const void *bytecode,
967                                 SVGA3dShaderType shader_type,
968                                 size_t size,
969                                 struct list_head *list)
970 {
971           struct ttm_operation_ctx ctx = { false, true };
972           struct vmw_buffer_object *buf;
973           struct ttm_bo_kmap_obj map;
974           bool is_iomem;
975           int ret;
976           struct vmw_resource *res;
977 
978           if (!vmw_shader_id_ok(user_key, shader_type))
979                     return -EINVAL;
980 
981           /* Allocate and pin a DMA buffer */
982           buf = kzalloc(sizeof(*buf), GFP_KERNEL);
983           if (unlikely(!buf))
984                     return -ENOMEM;
985 
986           ret = vmw_bo_init(dev_priv, buf, size, &vmw_sys_ne_placement,
987                                     true, vmw_bo_bo_free);
988           if (unlikely(ret != 0))
989                     goto out;
990 
991           ret = ttm_bo_reserve(&buf->base, false, true, NULL);
992           if (unlikely(ret != 0))
993                     goto no_reserve;
994 
995           /* Map and copy shader bytecode. */
996           ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
997                                 &map);
998           if (unlikely(ret != 0)) {
999                     ttm_bo_unreserve(&buf->base);
1000                     goto no_reserve;
1001           }
1002 
1003           memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
1004           WARN_ON(is_iomem);
1005 
1006           ttm_bo_kunmap(&map);
1007           ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
1008           WARN_ON(ret != 0);
1009           ttm_bo_unreserve(&buf->base);
1010 
1011           res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
1012           if (unlikely(ret != 0))
1013                     goto no_reserve;
1014 
1015           ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
1016                                          vmw_shader_key(user_key, shader_type),
1017                                          res, list);
1018           vmw_resource_unreference(&res);
1019 no_reserve:
1020           vmw_bo_unreference(&buf);
1021 out:
1022           return ret;
1023 }
1024 
1025 /**
1026  * vmw_shader_lookup - Look up a compat shader
1027  *
1028  * @man: Pointer to the command buffer managed resource manager identifying
1029  * the shader namespace.
1030  * @user_key: The user space id of the shader.
1031  * @shader_type: The shader type.
1032  *
1033  * Returns a refcounted pointer to a struct vmw_resource if the shader was
1034  * found. An error pointer otherwise.
1035  */
1036 struct vmw_resource *
vmw_shader_lookup(struct vmw_cmdbuf_res_manager * man,u32 user_key,SVGA3dShaderType shader_type)1037 vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
1038                       u32 user_key,
1039                       SVGA3dShaderType shader_type)
1040 {
1041           if (!vmw_shader_id_ok(user_key, shader_type))
1042                     return ERR_PTR(-EINVAL);
1043 
1044           return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
1045                                              vmw_shader_key(user_key, shader_type));
1046 }
1047 
vmw_shader_define_ioctl(struct drm_device * dev,void * data,struct drm_file * file_priv)1048 int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
1049                                    struct drm_file *file_priv)
1050 {
1051           struct drm_vmw_shader_create_arg *arg =
1052                     (struct drm_vmw_shader_create_arg *)data;
1053 
1054           return vmw_shader_define(dev, file_priv, arg->shader_type,
1055                                          arg->buffer_handle,
1056                                          arg->size, arg->offset,
1057                                          0, 0,
1058                                          &arg->shader_handle);
1059 }
1060