drm/vmwgfx: Add guest-backed shaders

Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Zack Rusin <zackr@vmware.com>
diff --git a/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c b/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
new file mode 100644
index 0000000..76d3541
--- /dev/null
+++ b/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
@@ -0,0 +1,436 @@
+/**************************************************************************
+ *
+ * Copyright © 2009-2012 VMware, Inc., Palo Alto, CA., USA
+ * All Rights Reserved.
+ *
+ * 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 "vmwgfx_drv.h"
+#include "vmwgfx_resource_priv.h"
+#include "ttm/ttm_placement.h"
+
+struct vmw_shader {
+	struct vmw_resource res;
+	SVGA3dShaderType type;
+	uint32_t size;
+};
+
+struct vmw_user_shader {
+	struct ttm_base_object base;
+	struct vmw_shader shader;
+};
+
+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 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
+};
+
+/**
+ * Shader management:
+ */
+
+static inline struct vmw_shader *
+vmw_res_to_shader(struct vmw_resource *res)
+{
+	return container_of(res, struct vmw_shader, res);
+}
+
+static void vmw_hw_shader_destroy(struct vmw_resource *res)
+{
+	(void) vmw_gb_shader_destroy(res);
+}
+
+static int vmw_gb_shader_init(struct vmw_private *dev_priv,
+			      struct vmw_resource *res,
+			      uint32_t size,
+			      uint64_t offset,
+			      SVGA3dShaderType type,
+			      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;
+
+	vmw_resource_activate(res, vmw_hw_shader_destroy);
+	return 0;
+}
+
+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));
+	(void) vmw_3d_resource_inc(dev_priv, false);
+
+	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 = 0;
+	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;
+
+	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
+	if (unlikely(cmd == NULL)) {
+		DRM_ERROR("Failed reserving FIFO space for shader "
+			  "destruction.\n");
+		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));
+	vmw_resource_release_id(res);
+	vmw_3d_resource_dec(dev_priv, false);
+
+	return 0;
+}
+
+/**
+ * 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);
+}
+
+/**
+ * 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);
+}
+
+int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
+			     struct drm_file *file_priv)
+{
+	struct vmw_private *dev_priv = vmw_priv(dev);
+	struct vmw_user_shader *ushader;
+	struct vmw_resource *res;
+	struct vmw_resource *tmp;
+	struct drm_vmw_shader_create_arg *arg =
+		(struct drm_vmw_shader_create_arg *)data;
+	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
+	struct vmw_master *vmaster = vmw_master(file_priv->master);
+	struct vmw_dma_buffer *buffer = NULL;
+	SVGA3dShaderType shader_type;
+	int ret;
+
+	if (arg->buffer_handle != SVGA3D_INVALID_ID) {
+		ret = vmw_user_dmabuf_lookup(tfile, arg->buffer_handle,
+					     &buffer);
+		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)arg->size + (u64)arg->offset) {
+			DRM_ERROR("Illegal buffer- or shader size.\n");
+			ret = -EINVAL;
+			goto out_bad_arg;
+		}
+	}
+
+	switch (arg->shader_type) {
+	case drm_vmw_shader_type_vs:
+		shader_type = SVGA3D_SHADERTYPE_VS;
+		break;
+	case drm_vmw_shader_type_ps:
+		shader_type = SVGA3D_SHADERTYPE_PS;
+		break;
+	case drm_vmw_shader_type_gs:
+		shader_type = SVGA3D_SHADERTYPE_GS;
+		break;
+	default:
+		DRM_ERROR("Illegal shader type.\n");
+		ret = -EINVAL;
+		goto out_bad_arg;
+	}
+
+	/*
+	 * 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(*ushader))
+			+ 128;
+
+	ret = ttm_read_lock(&vmaster->lock, true);
+	if (unlikely(ret != 0))
+		return ret;
+
+	ret = ttm_mem_global_alloc(vmw_mem_glob(dev_priv),
+				   vmw_user_shader_size,
+				   false, true);
+	if (unlikely(ret != 0)) {
+		if (ret != -ERESTARTSYS)
+			DRM_ERROR("Out of graphics memory for shader"
+				  " creation.\n");
+		goto out_unlock;
+	}
+
+	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
+	if (unlikely(ushader == NULL)) {
+		ttm_mem_global_free(vmw_mem_glob(dev_priv),
+				    vmw_user_shader_size);
+		ret = -ENOMEM;
+		goto out_unlock;
+	}
+
+	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, arg->size,
+				 arg->offset, shader_type, buffer,
+				 vmw_user_shader_free);
+	if (unlikely(ret != 0))
+		goto out_unlock;
+
+	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;
+	}
+
+	arg->shader_handle = ushader->base.hash.key;
+out_err:
+	vmw_resource_unreference(&res);
+out_unlock:
+	ttm_read_unlock(&vmaster->lock);
+out_bad_arg:
+	vmw_dmabuf_unreference(&buffer);
+
+	return ret;
+
+}