1 // SPDX-License-Identifier: GPL-2.0 OR MIT
2 /**************************************************************************
3  *
4  * Copyright 2009-2023 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,
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23  * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24  * USE OR OTHER DEALINGS IN THE SOFTWARE.
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26  **************************************************************************/
27 
28 #include <drm/ttm/ttm_placement.h>
29 
30 #include "vmwgfx_binding.h"
31 #include "vmwgfx_bo.h"
32 #include "vmwgfx_drv.h"
33 #include "vmwgfx_resource_priv.h"
34 
35 struct vmw_shader {
36 	struct vmw_resource res;
37 	SVGA3dShaderType type;
38 	uint32_t size;
39 	uint8_t num_input_sig;
40 	uint8_t num_output_sig;
41 };
42 
43 struct vmw_user_shader {
44 	struct ttm_base_object base;
45 	struct vmw_shader shader;
46 };
47 
48 struct vmw_dx_shader {
49 	struct vmw_resource res;
50 	struct vmw_resource *ctx;
51 	struct vmw_resource *cotable;
52 	u32 id;
53 	bool committed;
54 	struct list_head cotable_head;
55 };
56 
57 static void vmw_user_shader_free(struct vmw_resource *res);
58 static struct vmw_resource *
59 vmw_user_shader_base_to_res(struct ttm_base_object *base);
60 
61 static int vmw_gb_shader_create(struct vmw_resource *res);
62 static int vmw_gb_shader_bind(struct vmw_resource *res,
63 			       struct ttm_validate_buffer *val_buf);
64 static int vmw_gb_shader_unbind(struct vmw_resource *res,
65 				 bool readback,
66 				 struct ttm_validate_buffer *val_buf);
67 static int vmw_gb_shader_destroy(struct vmw_resource *res);
68 
69 static int vmw_dx_shader_create(struct vmw_resource *res);
70 static int vmw_dx_shader_bind(struct vmw_resource *res,
71 			       struct ttm_validate_buffer *val_buf);
72 static int vmw_dx_shader_unbind(struct vmw_resource *res,
73 				 bool readback,
74 				 struct ttm_validate_buffer *val_buf);
75 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
76 					enum vmw_cmdbuf_res_state state);
77 static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type);
78 static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type);
79 
80 static const struct vmw_user_resource_conv user_shader_conv = {
81 	.object_type = VMW_RES_SHADER,
82 	.base_obj_to_res = vmw_user_shader_base_to_res,
83 	.res_free = vmw_user_shader_free
84 };
85 
86 const struct vmw_user_resource_conv *user_shader_converter =
87 	&user_shader_conv;
88 
89 
90 static const struct vmw_res_func vmw_gb_shader_func = {
91 	.res_type = vmw_res_shader,
92 	.needs_backup = true,
93 	.may_evict = true,
94 	.prio = 3,
95 	.dirty_prio = 3,
96 	.type_name = "guest backed shaders",
97 	.backup_placement = &vmw_mob_placement,
98 	.create = vmw_gb_shader_create,
99 	.destroy = vmw_gb_shader_destroy,
100 	.bind = vmw_gb_shader_bind,
101 	.unbind = vmw_gb_shader_unbind
102 };
103 
104 static const struct vmw_res_func vmw_dx_shader_func = {
105 	.res_type = vmw_res_shader,
106 	.needs_backup = true,
107 	.may_evict = true,
108 	.prio = 3,
109 	.dirty_prio = 3,
110 	.type_name = "dx shaders",
111 	.backup_placement = &vmw_mob_placement,
112 	.create = vmw_dx_shader_create,
113 	/*
114 	 * The destroy callback is only called with a committed resource on
115 	 * context destroy, in which case we destroy the cotable anyway,
116 	 * so there's no need to destroy DX shaders separately.
117 	 */
118 	.destroy = NULL,
119 	.bind = vmw_dx_shader_bind,
120 	.unbind = vmw_dx_shader_unbind,
121 	.commit_notify = vmw_dx_shader_commit_notify,
122 };
123 
124 /*
125  * Shader management:
126  */
127 
128 static inline struct vmw_shader *
129 vmw_res_to_shader(struct vmw_resource *res)
130 {
131 	return container_of(res, struct vmw_shader, res);
132 }
133 
134 /**
135  * vmw_res_to_dx_shader - typecast a struct vmw_resource to a
136  * struct vmw_dx_shader
137  *
138  * @res: Pointer to the struct vmw_resource.
139  */
140 static inline struct vmw_dx_shader *
141 vmw_res_to_dx_shader(struct vmw_resource *res)
142 {
143 	return container_of(res, struct vmw_dx_shader, res);
144 }
145 
146 static void vmw_hw_shader_destroy(struct vmw_resource *res)
147 {
148 	if (likely(res->func->destroy))
149 		(void) res->func->destroy(res);
150 	else
151 		res->id = -1;
152 }
153 
154 
155 static int vmw_gb_shader_init(struct vmw_private *dev_priv,
156 			      struct vmw_resource *res,
157 			      uint32_t size,
158 			      uint64_t offset,
159 			      SVGA3dShaderType type,
160 			      uint8_t num_input_sig,
161 			      uint8_t num_output_sig,
162 			      struct vmw_bo *byte_code,
163 			      void (*res_free) (struct vmw_resource *res))
164 {
165 	struct vmw_shader *shader = vmw_res_to_shader(res);
166 	int ret;
167 
168 	ret = vmw_resource_init(dev_priv, res, true, res_free,
169 				&vmw_gb_shader_func);
170 
171 	if (unlikely(ret != 0)) {
172 		if (res_free)
173 			res_free(res);
174 		else
175 			kfree(res);
176 		return ret;
177 	}
178 
179 	res->backup_size = size;
180 	if (byte_code) {
181 		res->backup = vmw_bo_reference(byte_code);
182 		res->backup_offset = offset;
183 	}
184 	shader->size = size;
185 	shader->type = type;
186 	shader->num_input_sig = num_input_sig;
187 	shader->num_output_sig = num_output_sig;
188 
189 	res->hw_destroy = vmw_hw_shader_destroy;
190 	return 0;
191 }
192 
193 /*
194  * GB shader code:
195  */
196 
197 static int vmw_gb_shader_create(struct vmw_resource *res)
198 {
199 	struct vmw_private *dev_priv = res->dev_priv;
200 	struct vmw_shader *shader = vmw_res_to_shader(res);
201 	int ret;
202 	struct {
203 		SVGA3dCmdHeader header;
204 		SVGA3dCmdDefineGBShader body;
205 	} *cmd;
206 
207 	if (likely(res->id != -1))
208 		return 0;
209 
210 	ret = vmw_resource_alloc_id(res);
211 	if (unlikely(ret != 0)) {
212 		DRM_ERROR("Failed to allocate a shader id.\n");
213 		goto out_no_id;
214 	}
215 
216 	if (unlikely(res->id >= VMWGFX_NUM_GB_SHADER)) {
217 		ret = -EBUSY;
218 		goto out_no_fifo;
219 	}
220 
221 	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
222 	if (unlikely(cmd == NULL)) {
223 		ret = -ENOMEM;
224 		goto out_no_fifo;
225 	}
226 
227 	cmd->header.id = SVGA_3D_CMD_DEFINE_GB_SHADER;
228 	cmd->header.size = sizeof(cmd->body);
229 	cmd->body.shid = res->id;
230 	cmd->body.type = shader->type;
231 	cmd->body.sizeInBytes = shader->size;
232 	vmw_cmd_commit(dev_priv, sizeof(*cmd));
233 	vmw_fifo_resource_inc(dev_priv);
234 
235 	return 0;
236 
237 out_no_fifo:
238 	vmw_resource_release_id(res);
239 out_no_id:
240 	return ret;
241 }
242 
243 static int vmw_gb_shader_bind(struct vmw_resource *res,
244 			      struct ttm_validate_buffer *val_buf)
245 {
246 	struct vmw_private *dev_priv = res->dev_priv;
247 	struct {
248 		SVGA3dCmdHeader header;
249 		SVGA3dCmdBindGBShader body;
250 	} *cmd;
251 	struct ttm_buffer_object *bo = val_buf->bo;
252 
253 	BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
254 
255 	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
256 	if (unlikely(cmd == NULL))
257 		return -ENOMEM;
258 
259 	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
260 	cmd->header.size = sizeof(cmd->body);
261 	cmd->body.shid = res->id;
262 	cmd->body.mobid = bo->resource->start;
263 	cmd->body.offsetInBytes = res->backup_offset;
264 	res->backup_dirty = false;
265 	vmw_cmd_commit(dev_priv, sizeof(*cmd));
266 
267 	return 0;
268 }
269 
270 static int vmw_gb_shader_unbind(struct vmw_resource *res,
271 				bool readback,
272 				struct ttm_validate_buffer *val_buf)
273 {
274 	struct vmw_private *dev_priv = res->dev_priv;
275 	struct {
276 		SVGA3dCmdHeader header;
277 		SVGA3dCmdBindGBShader body;
278 	} *cmd;
279 	struct vmw_fence_obj *fence;
280 
281 	BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB);
282 
283 	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
284 	if (unlikely(cmd == NULL))
285 		return -ENOMEM;
286 
287 	cmd->header.id = SVGA_3D_CMD_BIND_GB_SHADER;
288 	cmd->header.size = sizeof(cmd->body);
289 	cmd->body.shid = res->id;
290 	cmd->body.mobid = SVGA3D_INVALID_ID;
291 	cmd->body.offsetInBytes = 0;
292 	vmw_cmd_commit(dev_priv, sizeof(*cmd));
293 
294 	/*
295 	 * Create a fence object and fence the backup buffer.
296 	 */
297 
298 	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
299 					  &fence, NULL);
300 
301 	vmw_bo_fence_single(val_buf->bo, fence);
302 
303 	if (likely(fence != NULL))
304 		vmw_fence_obj_unreference(&fence);
305 
306 	return 0;
307 }
308 
309 static int vmw_gb_shader_destroy(struct vmw_resource *res)
310 {
311 	struct vmw_private *dev_priv = res->dev_priv;
312 	struct {
313 		SVGA3dCmdHeader header;
314 		SVGA3dCmdDestroyGBShader body;
315 	} *cmd;
316 
317 	if (likely(res->id == -1))
318 		return 0;
319 
320 	mutex_lock(&dev_priv->binding_mutex);
321 	vmw_binding_res_list_scrub(&res->binding_head);
322 
323 	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
324 	if (unlikely(cmd == NULL)) {
325 		mutex_unlock(&dev_priv->binding_mutex);
326 		return -ENOMEM;
327 	}
328 
329 	cmd->header.id = SVGA_3D_CMD_DESTROY_GB_SHADER;
330 	cmd->header.size = sizeof(cmd->body);
331 	cmd->body.shid = res->id;
332 	vmw_cmd_commit(dev_priv, sizeof(*cmd));
333 	mutex_unlock(&dev_priv->binding_mutex);
334 	vmw_resource_release_id(res);
335 	vmw_fifo_resource_dec(dev_priv);
336 
337 	return 0;
338 }
339 
340 /*
341  * DX shader code:
342  */
343 
344 /**
345  * vmw_dx_shader_commit_notify - Notify that a shader operation has been
346  * committed to hardware from a user-supplied command stream.
347  *
348  * @res: Pointer to the shader resource.
349  * @state: Indicating whether a creation or removal has been committed.
350  *
351  */
352 static void vmw_dx_shader_commit_notify(struct vmw_resource *res,
353 					enum vmw_cmdbuf_res_state state)
354 {
355 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
356 	struct vmw_private *dev_priv = res->dev_priv;
357 
358 	if (state == VMW_CMDBUF_RES_ADD) {
359 		mutex_lock(&dev_priv->binding_mutex);
360 		vmw_cotable_add_resource(shader->cotable,
361 					 &shader->cotable_head);
362 		shader->committed = true;
363 		res->id = shader->id;
364 		mutex_unlock(&dev_priv->binding_mutex);
365 	} else {
366 		mutex_lock(&dev_priv->binding_mutex);
367 		list_del_init(&shader->cotable_head);
368 		shader->committed = false;
369 		res->id = -1;
370 		mutex_unlock(&dev_priv->binding_mutex);
371 	}
372 }
373 
374 /**
375  * vmw_dx_shader_unscrub - Have the device reattach a MOB to a DX shader.
376  *
377  * @res: The shader resource
378  *
379  * This function reverts a scrub operation.
380  */
381 static int vmw_dx_shader_unscrub(struct vmw_resource *res)
382 {
383 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
384 	struct vmw_private *dev_priv = res->dev_priv;
385 	struct {
386 		SVGA3dCmdHeader header;
387 		SVGA3dCmdDXBindShader body;
388 	} *cmd;
389 
390 	if (!list_empty(&shader->cotable_head) || !shader->committed)
391 		return 0;
392 
393 	cmd = VMW_CMD_CTX_RESERVE(dev_priv, sizeof(*cmd), shader->ctx->id);
394 	if (unlikely(cmd == NULL))
395 		return -ENOMEM;
396 
397 	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
398 	cmd->header.size = sizeof(cmd->body);
399 	cmd->body.cid = shader->ctx->id;
400 	cmd->body.shid = shader->id;
401 	cmd->body.mobid = res->backup->base.resource->start;
402 	cmd->body.offsetInBytes = res->backup_offset;
403 	vmw_cmd_commit(dev_priv, sizeof(*cmd));
404 
405 	vmw_cotable_add_resource(shader->cotable, &shader->cotable_head);
406 
407 	return 0;
408 }
409 
410 /**
411  * vmw_dx_shader_create - The DX shader create callback
412  *
413  * @res: The DX shader resource
414  *
415  * The create callback is called as part of resource validation and
416  * makes sure that we unscrub the shader if it's previously been scrubbed.
417  */
418 static int vmw_dx_shader_create(struct vmw_resource *res)
419 {
420 	struct vmw_private *dev_priv = res->dev_priv;
421 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
422 	int ret = 0;
423 
424 	WARN_ON_ONCE(!shader->committed);
425 
426 	if (vmw_resource_mob_attached(res)) {
427 		mutex_lock(&dev_priv->binding_mutex);
428 		ret = vmw_dx_shader_unscrub(res);
429 		mutex_unlock(&dev_priv->binding_mutex);
430 	}
431 
432 	res->id = shader->id;
433 	return ret;
434 }
435 
436 /**
437  * vmw_dx_shader_bind - The DX shader bind callback
438  *
439  * @res: The DX shader resource
440  * @val_buf: Pointer to the validate buffer.
441  *
442  */
443 static int vmw_dx_shader_bind(struct vmw_resource *res,
444 			      struct ttm_validate_buffer *val_buf)
445 {
446 	struct vmw_private *dev_priv = res->dev_priv;
447 	struct ttm_buffer_object *bo = val_buf->bo;
448 
449 	BUG_ON(bo->resource->mem_type != VMW_PL_MOB);
450 	mutex_lock(&dev_priv->binding_mutex);
451 	vmw_dx_shader_unscrub(res);
452 	mutex_unlock(&dev_priv->binding_mutex);
453 
454 	return 0;
455 }
456 
457 /**
458  * vmw_dx_shader_scrub - Have the device unbind a MOB from a DX shader.
459  *
460  * @res: The shader resource
461  *
462  * This function unbinds a MOB from the DX shader without requiring the
463  * MOB dma_buffer to be reserved. The driver still considers the MOB bound.
464  * However, once the driver eventually decides to unbind the MOB, it doesn't
465  * need to access the context.
466  */
467 static int vmw_dx_shader_scrub(struct vmw_resource *res)
468 {
469 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
470 	struct vmw_private *dev_priv = res->dev_priv;
471 	struct {
472 		SVGA3dCmdHeader header;
473 		SVGA3dCmdDXBindShader body;
474 	} *cmd;
475 
476 	if (list_empty(&shader->cotable_head))
477 		return 0;
478 
479 	WARN_ON_ONCE(!shader->committed);
480 	cmd = VMW_CMD_RESERVE(dev_priv, sizeof(*cmd));
481 	if (unlikely(cmd == NULL))
482 		return -ENOMEM;
483 
484 	cmd->header.id = SVGA_3D_CMD_DX_BIND_SHADER;
485 	cmd->header.size = sizeof(cmd->body);
486 	cmd->body.cid = shader->ctx->id;
487 	cmd->body.shid = res->id;
488 	cmd->body.mobid = SVGA3D_INVALID_ID;
489 	cmd->body.offsetInBytes = 0;
490 	vmw_cmd_commit(dev_priv, sizeof(*cmd));
491 	res->id = -1;
492 	list_del_init(&shader->cotable_head);
493 
494 	return 0;
495 }
496 
497 /**
498  * vmw_dx_shader_unbind - The dx shader unbind callback.
499  *
500  * @res: The shader resource
501  * @readback: Whether this is a readback unbind. Currently unused.
502  * @val_buf: MOB buffer information.
503  */
504 static int vmw_dx_shader_unbind(struct vmw_resource *res,
505 				bool readback,
506 				struct ttm_validate_buffer *val_buf)
507 {
508 	struct vmw_private *dev_priv = res->dev_priv;
509 	struct vmw_fence_obj *fence;
510 	int ret;
511 
512 	BUG_ON(res->backup->base.resource->mem_type != VMW_PL_MOB);
513 
514 	mutex_lock(&dev_priv->binding_mutex);
515 	ret = vmw_dx_shader_scrub(res);
516 	mutex_unlock(&dev_priv->binding_mutex);
517 
518 	if (ret)
519 		return ret;
520 
521 	(void) vmw_execbuf_fence_commands(NULL, dev_priv,
522 					  &fence, NULL);
523 	vmw_bo_fence_single(val_buf->bo, fence);
524 
525 	if (likely(fence != NULL))
526 		vmw_fence_obj_unreference(&fence);
527 
528 	return 0;
529 }
530 
531 /**
532  * vmw_dx_shader_cotable_list_scrub - The cotable unbind_func callback for
533  * DX shaders.
534  *
535  * @dev_priv: Pointer to device private structure.
536  * @list: The list of cotable resources.
537  * @readback: Whether the call was part of a readback unbind.
538  *
539  * Scrubs all shader MOBs so that any subsequent shader unbind or shader
540  * destroy operation won't need to swap in the context.
541  */
542 void vmw_dx_shader_cotable_list_scrub(struct vmw_private *dev_priv,
543 				      struct list_head *list,
544 				      bool readback)
545 {
546 	struct vmw_dx_shader *entry, *next;
547 
548 	lockdep_assert_held_once(&dev_priv->binding_mutex);
549 
550 	list_for_each_entry_safe(entry, next, list, cotable_head) {
551 		WARN_ON(vmw_dx_shader_scrub(&entry->res));
552 		if (!readback)
553 			entry->committed = false;
554 	}
555 }
556 
557 /**
558  * vmw_dx_shader_res_free - The DX shader free callback
559  *
560  * @res: The shader resource
561  *
562  * Frees the DX shader resource.
563  */
564 static void vmw_dx_shader_res_free(struct vmw_resource *res)
565 {
566 	struct vmw_dx_shader *shader = vmw_res_to_dx_shader(res);
567 
568 	vmw_resource_unreference(&shader->cotable);
569 	kfree(shader);
570 }
571 
572 /**
573  * vmw_dx_shader_add - Add a shader resource as a command buffer managed
574  * resource.
575  *
576  * @man: The command buffer resource manager.
577  * @ctx: Pointer to the context resource.
578  * @user_key: The id used for this shader.
579  * @shader_type: The shader type.
580  * @list: The list of staged command buffer managed resources.
581  */
582 int vmw_dx_shader_add(struct vmw_cmdbuf_res_manager *man,
583 		      struct vmw_resource *ctx,
584 		      u32 user_key,
585 		      SVGA3dShaderType shader_type,
586 		      struct list_head *list)
587 {
588 	struct vmw_dx_shader *shader;
589 	struct vmw_resource *res;
590 	struct vmw_private *dev_priv = ctx->dev_priv;
591 	int ret;
592 
593 	if (!vmw_shader_id_ok(user_key, shader_type))
594 		return -EINVAL;
595 
596 	shader = kmalloc(sizeof(*shader), GFP_KERNEL);
597 	if (!shader) {
598 		return -ENOMEM;
599 	}
600 
601 	res = &shader->res;
602 	shader->ctx = ctx;
603 	shader->cotable = vmw_resource_reference
604 		(vmw_context_cotable(ctx, SVGA_COTABLE_DXSHADER));
605 	shader->id = user_key;
606 	shader->committed = false;
607 	INIT_LIST_HEAD(&shader->cotable_head);
608 	ret = vmw_resource_init(dev_priv, res, true,
609 				vmw_dx_shader_res_free, &vmw_dx_shader_func);
610 	if (ret)
611 		goto out_resource_init;
612 
613 	/*
614 	 * The user_key name-space is not per shader type for DX shaders,
615 	 * so when hashing, use a single zero shader type.
616 	 */
617 	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_shader,
618 				 vmw_shader_key(user_key, 0),
619 				 res, list);
620 	if (ret)
621 		goto out_resource_init;
622 
623 	res->id = shader->id;
624 	res->hw_destroy = vmw_hw_shader_destroy;
625 
626 out_resource_init:
627 	vmw_resource_unreference(&res);
628 
629 	return ret;
630 }
631 
632 
633 
634 /*
635  * User-space shader management:
636  */
637 
638 static struct vmw_resource *
639 vmw_user_shader_base_to_res(struct ttm_base_object *base)
640 {
641 	return &(container_of(base, struct vmw_user_shader, base)->
642 		 shader.res);
643 }
644 
645 static void vmw_user_shader_free(struct vmw_resource *res)
646 {
647 	struct vmw_user_shader *ushader =
648 		container_of(res, struct vmw_user_shader, shader.res);
649 
650 	ttm_base_object_kfree(ushader, base);
651 }
652 
653 static void vmw_shader_free(struct vmw_resource *res)
654 {
655 	struct vmw_shader *shader = vmw_res_to_shader(res);
656 
657 	kfree(shader);
658 }
659 
660 /*
661  * This function is called when user space has no more references on the
662  * base object. It releases the base-object's reference on the resource object.
663  */
664 
665 static void vmw_user_shader_base_release(struct ttm_base_object **p_base)
666 {
667 	struct ttm_base_object *base = *p_base;
668 	struct vmw_resource *res = vmw_user_shader_base_to_res(base);
669 
670 	*p_base = NULL;
671 	vmw_resource_unreference(&res);
672 }
673 
674 int vmw_shader_destroy_ioctl(struct drm_device *dev, void *data,
675 			      struct drm_file *file_priv)
676 {
677 	struct drm_vmw_shader_arg *arg = (struct drm_vmw_shader_arg *)data;
678 	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
679 
680 	return ttm_ref_object_base_unref(tfile, arg->handle);
681 }
682 
683 static int vmw_user_shader_alloc(struct vmw_private *dev_priv,
684 				 struct vmw_bo *buffer,
685 				 size_t shader_size,
686 				 size_t offset,
687 				 SVGA3dShaderType shader_type,
688 				 uint8_t num_input_sig,
689 				 uint8_t num_output_sig,
690 				 struct ttm_object_file *tfile,
691 				 u32 *handle)
692 {
693 	struct vmw_user_shader *ushader;
694 	struct vmw_resource *res, *tmp;
695 	int ret;
696 
697 	ushader = kzalloc(sizeof(*ushader), GFP_KERNEL);
698 	if (unlikely(!ushader)) {
699 		ret = -ENOMEM;
700 		goto out;
701 	}
702 
703 	res = &ushader->shader.res;
704 	ushader->base.shareable = false;
705 	ushader->base.tfile = NULL;
706 
707 	/*
708 	 * From here on, the destructor takes over resource freeing.
709 	 */
710 
711 	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
712 				 offset, shader_type, num_input_sig,
713 				 num_output_sig, buffer,
714 				 vmw_user_shader_free);
715 	if (unlikely(ret != 0))
716 		goto out;
717 
718 	tmp = vmw_resource_reference(res);
719 	ret = ttm_base_object_init(tfile, &ushader->base, false,
720 				   VMW_RES_SHADER,
721 				   &vmw_user_shader_base_release);
722 
723 	if (unlikely(ret != 0)) {
724 		vmw_resource_unreference(&tmp);
725 		goto out_err;
726 	}
727 
728 	if (handle)
729 		*handle = ushader->base.handle;
730 out_err:
731 	vmw_resource_unreference(&res);
732 out:
733 	return ret;
734 }
735 
736 
737 static struct vmw_resource *vmw_shader_alloc(struct vmw_private *dev_priv,
738 					     struct vmw_bo *buffer,
739 					     size_t shader_size,
740 					     size_t offset,
741 					     SVGA3dShaderType shader_type)
742 {
743 	struct vmw_shader *shader;
744 	struct vmw_resource *res;
745 	int ret;
746 
747 	shader = kzalloc(sizeof(*shader), GFP_KERNEL);
748 	if (unlikely(!shader)) {
749 		ret = -ENOMEM;
750 		goto out_err;
751 	}
752 
753 	res = &shader->res;
754 
755 	/*
756 	 * From here on, the destructor takes over resource freeing.
757 	 */
758 	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
759 				 offset, shader_type, 0, 0, buffer,
760 				 vmw_shader_free);
761 
762 out_err:
763 	return ret ? ERR_PTR(ret) : res;
764 }
765 
766 
767 static int vmw_shader_define(struct drm_device *dev, struct drm_file *file_priv,
768 			     enum drm_vmw_shader_type shader_type_drm,
769 			     u32 buffer_handle, size_t size, size_t offset,
770 			     uint8_t num_input_sig, uint8_t num_output_sig,
771 			     uint32_t *shader_handle)
772 {
773 	struct vmw_private *dev_priv = vmw_priv(dev);
774 	struct ttm_object_file *tfile = vmw_fpriv(file_priv)->tfile;
775 	struct vmw_bo *buffer = NULL;
776 	SVGA3dShaderType shader_type;
777 	int ret;
778 
779 	if (buffer_handle != SVGA3D_INVALID_ID) {
780 		ret = vmw_user_bo_lookup(file_priv, buffer_handle, &buffer);
781 		if (unlikely(ret != 0)) {
782 			VMW_DEBUG_USER("Couldn't find buffer for shader creation.\n");
783 			return ret;
784 		}
785 
786 		if ((u64)buffer->base.base.size < (u64)size + (u64)offset) {
787 			VMW_DEBUG_USER("Illegal buffer- or shader size.\n");
788 			ret = -EINVAL;
789 			goto out_bad_arg;
790 		}
791 	}
792 
793 	switch (shader_type_drm) {
794 	case drm_vmw_shader_type_vs:
795 		shader_type = SVGA3D_SHADERTYPE_VS;
796 		break;
797 	case drm_vmw_shader_type_ps:
798 		shader_type = SVGA3D_SHADERTYPE_PS;
799 		break;
800 	default:
801 		VMW_DEBUG_USER("Illegal shader type.\n");
802 		ret = -EINVAL;
803 		goto out_bad_arg;
804 	}
805 
806 	ret = vmw_user_shader_alloc(dev_priv, buffer, size, offset,
807 				    shader_type, num_input_sig,
808 				    num_output_sig, tfile, shader_handle);
809 out_bad_arg:
810 	vmw_bo_unreference(&buffer);
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  */
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  */
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  */
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  */
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_bo *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, &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 *
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 
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