summaryrefslogtreecommitdiff
path: root/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
blob: e3ba63da396d15ecf31fc43f3950356bc5e0861e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
// SPDX-License-Identifier: GPL-2.0 OR MIT
/**************************************************************************
 *
 * Copyright 2009-2015 VMware, Inc., Palo Alto, CA., USA
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, sub license, and/or sell copies of the Software, and to
 * permit persons to whom the Software is furnished to do so, subject to
 * the following conditions:
 *
 * The above copyright notice and this permission notice (including the
 * next paragraph) shall be included in all copies or substantial portions
 * of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
 * THE COPYRIGHT HOLDERS, AUTHORS AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM,
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
 * USE OR OTHER DEALINGS IN THE SOFTWARE.
 *
 **************************************************************************/

#include <drm/ttm/ttm_placement.h>

#include "vmwgfx_drv.h"
#include "vmwgfx_resource_priv.h"
#include "vmwgfx_binding.h"

struct vmw_shader {
	struct vmw_resource res;
	SVGA3dShaderType type;
	uint32_t size;
	uint8_t num_input_sig;
	uint8_t num_output_sig;
};

struct vmw_user_shader {
	struct ttm_base_object base;
	struct vmw_shader shader;
};

struct vmw_dx_shader {
	struct vmw_resource res;
	struct vmw_resource *ctx;
	struct vmw_resource *cotable;
	u32 id;
	bool committed;
	struct list_head cotable_head;
};

static uint64_t vmw_user_shader_size;
static uint64_t vmw_shader_size;
static size_t vmw_shader_dx_size;

static void vmw_user_shader_free(struct vmw_resource *res);
static struct vmw_resource *
vmw_user_shader_base_to_res(struct ttm_base_object *base);

static int vmw_gb_shader_create(struct vmw_resource *res);
static int vmw_gb_shader_bind(struct vmw_resource *res,
			       struct ttm_validate_buffer *val_buf);
static int vmw_gb_shader_unbind(struct vmw_resource *res,
				 bool readback,
				 struct ttm_validate_buffer *val_buf);
static int vmw_gb_shader_destroy(struct vmw_resource *res);

static int vmw_dx_shader_create(struct vmw_resource *res);
static int vmw_dx_shader_bind(struct vmw_resource *res,
			       struct ttm_validate_buffer *val_buf);
static int vmw_dx_shader_unbind(struct vmw_resource *res,
				 bool readback,
				 struct ttm_validate_buffer *val_buf);
static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
					enum vmw_cmdbuf_res_state state);
static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
static uint64_t vmw_user_shader_size;

static const struct vmw_user_resource_conv user_shader_conv = {
	.object_type = VMW_RES_SHADER,
	.base_obj_to_res = vmw_user_shader_base_to_res,
	.res_free = vmw_user_shader_free
};

const struct vmw_user_resource_conv *user_shader_converter =
	&user_shader_conv;


static const struct vmw_res_func vmw_gb_shader_func = {
	.res_type = vmw_res_shader,
	.needs_backup = true,
	.may_evict = true,
	.type_name = "guest backed shaders",
	.backup_placement = &vmw_mob_placement,
	.create = vmw_gb_shader_create,
	.destroy = vmw_gb_shader_destroy,
	.bind = vmw_gb_shader_bind,
	.unbind = vmw_gb_shader_unbind
};

static const struct vmw_res_func vmw_dx_shader_func = {
	.res_type = vmw_res_shader,
	.needs_backup = true,
	.may_evict = false,
	.type_name = "dx shaders",
	.backup_placement = &vmw_mob_placement,
	.create = vmw_dx_shader_create,
	/*
	 * The destroy callback is only called with a committed resource on
	 * context destroy, in which case we destroy the cotable anyway,
	 * so there's no need to destroy DX shaders separately.
	 */
	.destroy = NULL,
	.bind = vmw_dx_shader_bind,
	.unbind = vmw_dx_shader_unbind,
	.commit_notify = vmw_dx_shader_commit_notify,
};

/**
 * Shader management:
 */

static inline struct vmw_shader *
vmw_res_to_shader(struct vmw_resource *res)
{
	return container_of(res, struct vmw_shader, res);
}

/**
 * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
 * struct vmw_dx_shader
 *
 * @res: Pointer to the struct vmw_resource.
 */
static inline struct vmw_dx_shader *
vmw_res_to_dx_shader(struct vmw_resource *res)
{
	return container_of(res, struct vmw_dx_shader, res);
}

static void vmw_hw_shader_destroy(struct vmw_resource *res)
{
	if (likely(res->func->destroy))
		(void) res->func->destroy(res);
	else
		res->id = -1;
}


static int 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_dma_buffer *byte_code,
			      void (*res_free) (struct vmw_resource *res))
{
	struct vmw_shader *shader = vmw_res_to_shader(res);
	int ret;

	ret = vmw_resource_init(dev_priv, res, true, res_free,
				&vmw_gb_shader_func);

	if (unlikely(ret != 0)) {
		if (res_free)
			res_free(res);
		else
			kfree(res);
		return ret;
	}

	res->backup_size = size;
	if (byte_code) {
		res->backup = vmw_dmabuf_reference(byte_code);
		res->backup_offset = offset;
	}
	shader->size = size;
	shader->type = type;
	shader->num_input_sig = num_input_sig;
	shader->num_output_sig = num_output_sig;

	vmw_resource_activate(res, vmw_hw_shader_destroy);
	return 0;
}

/*
 * GB shader code:
 */

static int vmw_gb_shader_create(struct vmw_resource *res)
{
	struct vmw_private *dev_priv = res->dev_priv;
	struct vmw_shader *shader = vmw_res_to_shader(res);
	int ret;
	struct {
		SVGA3dCmdHeader header;
		SVGA3dCmdDefineGBShader body;
	} *cmd;

	if (likely(res->id != -1))
		return 0;

	ret = vmw_resource_alloc_id(res);
	if (unlikely(ret != 0)) {
		DRM_ERROR("Failed to allocate a shader id.\n");
		goto out_no_id;
	}

	if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
		ret = -EBUSY;
		goto out_no_fifo;
	}

	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
	if (unlikely(cmd == NULL)) {
		DRM_ERROR("Failed reserving FIFO space for shader "
			  "creation.\n");
		ret = -ENOMEM;
		goto out_no_fifo;
	}

	cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
	cmd->header.size = sizeof(cmd->body);
	cmd->body.shid = res->id;
	cmd->body.type = shader->type;
	cmd->body.sizeInBytes = shader->size;
	vmw_fifo_commit(dev_priv, sizeof(*cmd));
	vmw_fifo_resource_inc(dev_priv);

	return 0;

out_no_fifo:
	vmw_resource_release_id(res);
out_no_id:
	return ret;
}

static int vmw_gb_shader_bind(struct vmw_resource *res,
			      struct ttm_validate_buffer *val_buf)
{
	struct vmw_private *dev_priv = res->dev_priv;
	struct {
		SVGA3dCmdHeader header;
		SVGA3dCmdBindGBShader body;
	} *cmd;
	struct ttm_buffer_object *bo = val_buf->bo;

	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);

	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
	if (unlikely(cmd == NULL)) {
		DRM_ERROR("Failed reserving FIFO space for shader "
			  "binding.\n");
		return -ENOMEM;
	}

	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
	cmd->header.size = sizeof(cmd->body);
	cmd->body.shid = res->id;
	cmd->body.mobid = bo->mem.start;
	cmd->body.offsetInBytes = res->backup_offset;
	res->backup_dirty = false;
	vmw_fifo_commit(dev_priv, sizeof(*cmd));

	return 0;
}

static int vmw_gb_shader_unbind(struct vmw_resource *res,
				bool readback,
				struct ttm_validate_buffer *val_buf)
{
	struct vmw_private *dev_priv = res->dev_priv;
	struct {
		SVGA3dCmdHeader header;
		SVGA3dCmdBindGBShader body;
	} *cmd;
	struct vmw_fence_obj *fence;

	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);

	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
	if (unlikely(cmd == NULL)) {
		DRM_ERROR("Failed reserving FIFO space for shader "
			  "unbinding.\n");
		return -ENOMEM;
	}

	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
	cmd->header.size = sizeof(cmd->body);
	cmd->body.shid = res->id;
	cmd->body.mobid = SVGA3D_INVALID_ID;
	cmd->body.offsetInBytes = 0;
	vmw_fifo_commit(dev_priv, sizeof(*cmd));

	/*
	 * Create a fence object and fence the backup buffer.
	 */

	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
					  &fence, NULL);

	vmw_fence_single_bo(val_buf->bo, fence);

	if (likely(fence != NULL))
		vmw_fence_obj_unreference(&fence);

	return 0;
}

static int vmw_gb_shader_destroy(struct vmw_resource *res)
{
	struct vmw_private *dev_priv = res->dev_priv;
	struct {
		SVGA3dCmdHeader header;
		SVGA3dCmdDestroyGBShader body;
	} *cmd;

	if (likely(res->id == -1))
		return 0;

	mutex_lock(&dev_priv->binding_mutex);
	vmw_binding_res_list_scrub(&res->binding_head);

	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
	if (unlikely(cmd == NULL)) {
		DRM_ERROR("Failed reserving FIFO space for shader "
			  "destruction.\n");
		mutex_unlock(&dev_priv->binding_mutex);
		return -ENOMEM;
	}

	cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
	cmd->header.size = sizeof(cmd->body);
	cmd->body.shid = res->id;
	vmw_fifo_commit(dev_priv, sizeof(*cmd));
	mutex_unlock(&dev_priv->binding_mutex);
	vmw_resource_release_id(res);
	vmw_fifo_resource_dec(dev_priv);

	return 0;
}

/*
 * DX shader code:
 */

/**
 * vmw_dx_shader_commit_notify - Notify that a shader operation has been
 * committed to hardware from a user-supplied command stream.
 *
 * @res: Pointer to the shader resource.
 * @state: Indicating whether a creation or removal has been committed.
 *
 */
static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
					enum vmw_cmdbuf_res_state state)
{
	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
	struct vmw_private *dev_priv = res->dev_priv;

	if (state == VMW_CMDBUF_RES_ADD) {
		mutex_lock(&dev_priv->binding_mutex);
		vmw_cotable_add_resource(shader->cotable,
					 &shader->cotable_head);
		shader->committed = true;
		res->id = shader->id;
		mutex_unlock(&dev_priv->binding_mutex);
	} else {
		mutex_lock(&dev_priv->binding_mutex);
		list_del_init(&shader->cotable_head);
		shader->committed = false;
		res->id = -1;
		mutex_unlock(&dev_priv->binding_mutex);
	}
}

/**
 * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
 *
 * @res: The shader resource
 *
 * This function reverts a scrub operation.
 */
static int vmw_dx_shader_unscrub(struct vmw_resource *res)
{
	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
	struct vmw_private *dev_priv = res->dev_priv;
	struct {
		SVGA3dCmdHeader header;
		SVGA3dCmdDXBindShader body;
	} *cmd;

	if (!list_empty(&shader->cotable_head) || !shader->committed)
		return 0;

	cmd = vmw_fifo_reserve_dx(dev_priv, sizeof(*cmd),
				  shader->ctx->id);
	if (unlikely(cmd == NULL)) {
		DRM_ERROR("Failed reserving FIFO space for shader "
			  "scrubbing.\n");
		return -ENOMEM;
	}

	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
	cmd->header.size = sizeof(cmd->body);
	cmd->body.cid = shader->ctx->id;
	cmd->body.shid = shader->id;
	cmd->body.mobid = res->backup->base.mem.start;
	cmd->body.offsetInBytes = res->backup_offset;
	vmw_fifo_commit(dev_priv, sizeof(*cmd));

	vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);

	return 0;
}

/**
 * vmw_dx_shader_create - The DX shader create callback
 *
 * @res: The DX shader resource
 *
 * The create callback is called as part of resource validation and
 * makes sure that we unscrub the shader if it's previously been scrubbed.
 */
static int vmw_dx_shader_create(struct vmw_resource *res)
{
	struct vmw_private *dev_priv = res->dev_priv;
	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
	int ret = 0;

	WARN_ON_ONCE(!shader->committed);

	if (!list_empty(&res->mob_head)) {
		mutex_lock(&dev_priv->binding_mutex);
		ret = vmw_dx_shader_unscrub(res);
		mutex_unlock(&dev_priv->binding_mutex);
	}

	res->id = shader->id;
	return ret;
}

/**
 * vmw_dx_shader_bind - The DX shader bind callback
 *
 * @res: The DX shader resource
 * @val_buf: Pointer to the validate buffer.
 *
 */
static int vmw_dx_shader_bind(struct vmw_resource *res,
			      struct ttm_validate_buffer *val_buf)
{
	struct vmw_private *dev_priv = res->dev_priv;
	struct ttm_buffer_object *bo = val_buf->bo;

	BUG_ON(bo->mem.mem_type != VMW_PL_MOB);
	mutex_lock(&dev_priv->binding_mutex);
	vmw_dx_shader_unscrub(res);
	mutex_unlock(&dev_priv->binding_mutex);

	return 0;
}

/**
 * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
 *
 * @res: The shader resource
 *
 * This function unbinds a MOB from the DX shader without requiring the
 * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
 * However, once the driver eventually decides to unbind the MOB, it doesn't
 * need to access the context.
 */
static int vmw_dx_shader_scrub(struct vmw_resource *res)
{
	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
	struct vmw_private *dev_priv = res->dev_priv;
	struct {
		SVGA3dCmdHeader header;
		SVGA3dCmdDXBindShader body;
	} *cmd;

	if (list_empty(&shader->cotable_head))
		return 0;

	WARN_ON_ONCE(!shader->committed);
	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
	if (unlikely(cmd == NULL)) {
		DRM_ERROR("Failed reserving FIFO space for shader "
			  "scrubbing.\n");
		return -ENOMEM;
	}

	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
	cmd->header.size = sizeof(cmd->body);
	cmd->body.cid = shader->ctx->id;
	cmd->body.shid = res->id;
	cmd->body.mobid = SVGA3D_INVALID_ID;
	cmd->body.offsetInBytes = 0;
	vmw_fifo_commit(dev_priv, sizeof(*cmd));
	res->id = -1;
	list_del_init(&shader->cotable_head);

	return 0;
}

/**
 * vmw_dx_shader_unbind - The dx shader unbind callback.
 *
 * @res: The shader resource
 * @readback: Whether this is a readback unbind. Currently unused.
 * @val_buf: MOB buffer information.
 */
static int vmw_dx_shader_unbind(struct vmw_resource *res,
				bool readback,
				struct ttm_validate_buffer *val_buf)
{
	struct vmw_private *dev_priv = res->dev_priv;
	struct vmw_fence_obj *fence;
	int ret;

	BUG_ON(res->backup->base.mem.mem_type != VMW_PL_MOB);

	mutex_lock(&dev_priv->binding_mutex);
	ret = vmw_dx_shader_scrub(res);
	mutex_unlock(&dev_priv->binding_mutex);

	if (ret)
		return ret;

	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
					  &fence, NULL);
	vmw_fence_single_bo(val_buf->bo, fence);

	if (likely(fence != NULL))
		vmw_fence_obj_unreference(&fence);

	return 0;
}

/**
 * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
 * DX shaders.
 *
 * @dev_priv: Pointer to device private structure.
 * @list: The list of cotable resources.
 * @readback: Whether the call was part of a readback unbind.
 *
 * Scrubs all shader MOBs so that any subsequent shader unbind or shader
 * destroy operation won't need to swap in the context.
 */
void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
				      struct list_head *list,
				      bool readback)
{
	struct vmw_dx_shader *entry, *next;

	WARN_ON_ONCE(!mutex_is_locked(&dev_priv->binding_mutex));

	list_for_each_entry_safe(entry, next, list, cotable_head) {
		WARN_ON(vmw_dx_shader_scrub(&entry->res));
		if (!readback)
			entry->committed = false;
	}
}

/**
 * vmw_dx_shader_res_free - The DX shader free callback
 *
 * @res: The shader resource
 *
 * Frees the DX shader resource and updates memory accounting.
 */
static void vmw_dx_shader_res_free(struct vmw_resource *res)
{
	struct vmw_private *dev_priv = res->dev_priv;
	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);

	vmw_resource_unreference(&shader->cotable);
	kfree(shader);
	ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
}

/**
 * vmw_dx_shader_add - Add a shader resource as a command buffer managed
 * resource.
 *
 * @man: The command buffer resource manager.
 * @ctx: Pointer to the context resource.
 * @user_key: The id used for this shader.
 * @shader_type: The shader type.
 * @list: The list of staged command buffer managed resources.
 */
int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
		      struct vmw_resource *ctx,
		      u32 user_key,
		      SVGA3dShaderType shader_type,
		      struct list_head *list)
{
	struct vmw_dx_shader *shader;
	struct vmw_resource *res;
	struct vmw_private *dev_priv = ctx->dev_priv;
	struct ttm_operation_ctx ttm_opt_ctx = {
		.interruptible = true,
		.no_wait_gpu = false
	};
	int ret;

	if (!vmw_shader_dx_size)
		vmw_shader_dx_size = ttm_round_pot(sizeof(*shader));

	if (!vmw_shader_id_ok(user_key, shader_type))
		return -EINVAL;

	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv), vmw_shader_dx_size,
				   &ttm_opt_ctx);
	if (ret) {
		if (ret != -ERESTARTSYS)
			DRM_ERROR("Out of graphics memory for shader "
				  "creation.\n");
		return ret;
	}

	shader = kmalloc(sizeof(*shader), GFP_KERNEL);
	if (!shader) {
		ttm_mem_global_free(vmw_mem_glob(dev_priv), vmw_shader_dx_size);
		return -ENOMEM;
	}

	res = &shader->res;
	shader->ctx = ctx;
	shader->cotable = vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER);
	shader->id = user_key;
	shader->committed = false;
	INIT_LIST_HEAD(&shader->cotable_head);
	ret = vmw_resource_init(dev_priv, res, true,
				vmw_dx_shader_res_free, &vmw_dx_shader_func);
	if (ret)
		goto out_resource_init;

	/*
	 * The user_key name-space is not per shader type for DX shaders,
	 * so when hashing, use a single zero shader type.
	 */
	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
				 vmw_shader_key(user_key, 0),
				 res, list);
	if (ret)
		goto out_resource_init;

	res->id = shader->id;
	vmw_resource_activate(res, vmw_hw_shader_destroy);

out_resource_init:
	vmw_resource_unreference(&res);

	return ret;
}



/**
 * User-space shader management:
 */

static struct vmw_resource *
vmw_user_shader_base_to_res(struct ttm_base_object *base)
{
	return &(container_of(base, struct vmw_user_shader, base)->
		 shader.res);
}

static void vmw_user_shader_free(struct vmw_resource *res)
{
	struct vmw_user_shader *ushader =
		container_of(res, struct vmw_user_shader, shader.res);
	struct vmw_private *dev_priv = res->dev_priv;

	ttm_base_object_kfree(ushader, base);
	ttm_mem_global_free(vmw_mem_glob(dev_priv),
			    vmw_user_shader_size);
}

static void vmw_shader_free(struct vmw_resource *res)
{
	struct vmw_shader *shader = vmw_res_to_shader(res);
	struct vmw_private *dev_priv = res->dev_priv;

	kfree(shader);
	ttm_mem_global_free(vmw_mem_glob(dev_priv),
			    vmw_shader_size);
}

/**
 * This function is called when user space has no more references on the
 * base object. It releases the base-object's reference on the resource object.
 */

static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
{
	struct ttm_base_object *base = *p_base;
	struct vmw_resource *res = vmw_user_shader_base_to_res(base);

	*p_base = NULL;
	vmw_resource_unreference(&res);
}

int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
			      struct drm_file *file_priv)
{
	struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;

	return ttm_ref_object_base_unref(tfile, arg->handle,
					 TTM_REF_USAGE);
}

static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
				 struct vmw_dma_buffer *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)
{
	struct vmw_user_shader *ushader;
	struct vmw_resource *res, *tmp;
	struct ttm_operation_ctx ctx = {
		.interruptible = true,
		.no_wait_gpu = false
	};
	int ret;

	/*
	 * Approximate idr memory usage with 128 bytes. It will be limited
	 * by maximum number_of shaders anyway.
	 */
	if (unlikely(vmw_user_shader_size == 0))
		vmw_user_shader_size =
			ttm_round_pot(sizeof(struct vmw_user_shader)) + 128;

	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
				   vmw_user_shader_size,
				   &ctx);
	if (unlikely(ret != 0)) {
		if (ret != -ERESTARTSYS)
			DRM_ERROR("Out of graphics memory for shader "
				  "creation.\n");
		goto out;
	}

	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
	if (unlikely(!ushader)) {
		ttm_mem_global_free(vmw_mem_glob(dev_priv),
				    vmw_user_shader_size);
		ret = -ENOMEM;
		goto out;
	}

	res = &ushader->shader.res;
	ushader->base.shareable = false;
	ushader->base.tfile = NULL;

	/*
	 * From here on, the destructor takes over resource freeing.
	 */

	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
				 offset, shader_type, num_input_sig,
				 num_output_sig, buffer,
				 vmw_user_shader_free);
	if (unlikely(ret != 0))
		goto out;

	tmp = vmw_resource_reference(res);
	ret = ttm_base_object_init(tfile, &ushader->base, false,
				   VMW_RES_SHADER,
				   &vmw_user_shader_base_release, NULL);

	if (unlikely(ret != 0)) {
		vmw_resource_unreference(&tmp);
		goto out_err;
	}

	if (handle)
		*handle = ushader->base.hash.key;
out_err:
	vmw_resource_unreference(&res);
out:
	return ret;
}


static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
					     struct vmw_dma_buffer *buffer,
					     size_t shader_size,
					     size_t offset,
					     SVGA3dShaderType shader_type)
{
	struct vmw_shader *shader;
	struct vmw_resource *res;
	struct ttm_operation_ctx ctx = {
		.interruptible = true,
		.no_wait_gpu = false
	};
	int ret;

	/*
	 * Approximate idr memory usage with 128 bytes. It will be limited
	 * by maximum number_of shaders anyway.
	 */
	if (unlikely(vmw_shader_size == 0))
		vmw_shader_size =
			ttm_round_pot(sizeof(struct vmw_shader)) + 128;

	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
				   vmw_shader_size,
				   &ctx);
	if (unlikely(ret != 0)) {
		if (ret != -ERESTARTSYS)
			DRM_ERROR("Out of graphics memory for shader "
				  "creation.\n");
		goto out_err;
	}

	shader = kzalloc(sizeof(*shader), GFP_KERNEL);
	if (unlikely(!shader)) {
		ttm_mem_global_free(vmw_mem_glob(dev_priv),
				    vmw_shader_size);
		ret = -ENOMEM;
		goto out_err;
	}

	res = &shader->res;

	/*
	 * From here on, the destructor takes over resource freeing.
	 */
	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
				 offset, shader_type, 0, 0, buffer,
				 vmw_shader_free);

out_err:
	return ret ? ERR_PTR(ret) : res;
}


static int 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)
{
	struct vmw_private *dev_priv = vmw_priv(dev);
	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
	struct vmw_dma_buffer *buffer = NULL;
	SVGA3dShaderType shader_type;
	int ret;

	if (buffer_handle != SVGA3D_INVALID_ID) {
		ret = vmw_user_dmabuf_lookup(tfile, buffer_handle,
					     &buffer, NULL);
		if (unlikely(ret != 0)) {
			DRM_ERROR("Could not find buffer for shader "
				  "creation.\n");
			return ret;
		}

		if ((u64)buffer->base.num_pages * PAGE_SIZE <
		    (u64)size + (u64)offset) {
			DRM_ERROR("Illegal buffer- or shader size.\n");
			ret = -EINVAL;
			goto out_bad_arg;
		}
	}

	switch (shader_type_drm) {
	case drm_vmw_shader_type_vs:
		shader_type = SVGA3D_SHADERTYPE_VS;
		break;
	case drm_vmw_shader_type_ps:
		shader_type = SVGA3D_SHADERTYPE_PS;
		break;
	default:
		DRM_ERROR("Illegal shader type.\n");
		ret = -EINVAL;
		goto out_bad_arg;
	}

	ret = ttm_read_lock(&dev_priv->reservation_sem, true);
	if (unlikely(ret != 0))
		goto out_bad_arg;

	ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
				    shader_type, num_input_sig,
				    num_output_sig, tfile, shader_handle);

	ttm_read_unlock(&dev_priv->reservation_sem);
out_bad_arg:
	vmw_dmabuf_unreference(&buffer);
	return ret;
}

/**
 * vmw_shader_id_ok - Check whether a compat shader user key and
 * shader type are within valid bounds.
 *
 * @user_key: User space id of the shader.
 * @shader_type: Shader type.
 *
 * Returns true if valid false if not.
 */
static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
{
	return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
}

/**
 * vmw_shader_key - Compute a hash key suitable for a compat shader.
 *
 * @user_key: User space id of the shader.
 * @shader_type: Shader type.
 *
 * Returns a hash key suitable for a command buffer managed resource
 * manager hash table.
 */
static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
{
	return user_key | (shader_type << 20);
}

/**
 * vmw_shader_remove - Stage a compat shader for removal.
 *
 * @man: Pointer to the compat shader manager identifying the shader namespace.
 * @user_key: The key that is used to identify the shader. The key is
 * unique to the shader type.
 * @shader_type: Shader type.
 * @list: Caller's list of staged command buffer resource actions.
 */
int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
		      u32 user_key, SVGA3dShaderType shader_type,
		      struct list_head *list)
{
	struct vmw_resource *dummy;

	if (!vmw_shader_id_ok(user_key, shader_type))
		return -EINVAL;

	return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
				     vmw_shader_key(user_key, shader_type),
				     list, &dummy);
}

/**
 * vmw_compat_shader_add - Create a compat shader and stage it for addition
 * as a command buffer managed resource.
 *
 * @man: Pointer to the compat shader manager identifying the shader namespace.
 * @user_key: The key that is used to identify the shader. The key is
 * unique to the shader type.
 * @bytecode: Pointer to the bytecode of the shader.
 * @shader_type: Shader type.
 * @tfile: Pointer to a struct ttm_object_file that the guest-backed shader is
 * to be created with.
 * @list: Caller's list of staged command buffer resource actions.
 *
 */
int 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)
{
	struct ttm_operation_ctx ctx = { false, true };
	struct vmw_dma_buffer *buf;
	struct ttm_bo_kmap_obj map;
	bool is_iomem;
	int ret;
	struct vmw_resource *res;

	if (!vmw_shader_id_ok(user_key, shader_type))
		return -EINVAL;

	/* Allocate and pin a DMA buffer */
	buf = kzalloc(sizeof(*buf), GFP_KERNEL);
	if (unlikely(!buf))
		return -ENOMEM;

	ret = vmw_dmabuf_init(dev_priv, buf, size, &vmw_sys_ne_placement,
			      true, vmw_dmabuf_bo_free);
	if (unlikely(ret != 0))
		goto out;

	ret = ttm_bo_reserve(&buf->base, false, true, NULL);
	if (unlikely(ret != 0))
		goto no_reserve;

	/* Map and copy shader bytecode. */
	ret = ttm_bo_kmap(&buf->base, 0, PAGE_ALIGN(size) >> PAGE_SHIFT,
			  &map);
	if (unlikely(ret != 0)) {
		ttm_bo_unreserve(&buf->base);
		goto no_reserve;
	}

	memcpy(ttm_kmap_obj_virtual(&map, &is_iomem), bytecode, size);
	WARN_ON(is_iomem);

	ttm_bo_kunmap(&map);
	ret = ttm_bo_validate(&buf->base, &vmw_sys_placement, &ctx);
	WARN_ON(ret != 0);
	ttm_bo_unreserve(&buf->base);

	res = vmw_shader_alloc(dev_priv, buf, size, 0, shader_type);
	if (unlikely(ret != 0))
		goto no_reserve;

	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
				 vmw_shader_key(user_key, shader_type),
				 res, list);
	vmw_resource_unreference(&res);
no_reserve:
	vmw_dmabuf_unreference(&buf);
out:
	return ret;
}

/**
 * vmw_shader_lookup - Look up a compat shader
 *
 * @man: Pointer to the command buffer managed resource manager identifying
 * the shader namespace.
 * @user_key: The user space id of the shader.
 * @shader_type: The shader type.
 *
 * Returns a refcounted pointer to a struct vmw_resource if the shader was
 * found. An error pointer otherwise.
 */
struct vmw_resource *
vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
		  u32 user_key,
		  SVGA3dShaderType shader_type)
{
	if (!vmw_shader_id_ok(user_key, shader_type))
		return ERR_PTR(-EINVAL);

	return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_shader,
				     vmw_shader_key(user_key, shader_type));
}

int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
			     struct drm_file *file_priv)
{
	struct drm_vmw_shader_create_arg *arg =
		(struct drm_vmw_shader_create_arg *)data;

	return vmw_shader_define(dev, file_priv, arg->shader_type,
				 arg->buffer_handle,
				 arg->size, arg->offset,
				 0, 0,
				 &arg->shader_handle);
}