drm/vmwgfx: Initial DX support

Initial DX support.
Co-authored with Sinclair Yeh, Charmaine Lee and Jakob Bornecrantz.

Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Signed-off-by: Sinclair Yeh <syeh@vmware.com>
Signed-off-by: Charmaine Lee <charmainel@vmware.com>
diff --git a/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c b/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
index 11bc60c..61403eb 100644
--- a/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
+++ b/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
@@ -27,12 +27,15 @@
 
 #include "vmwgfx_drv.h"
 #include "vmwgfx_resource_priv.h"
+#include "vmwgfx_binding.h"
 #include "ttm/ttm_placement.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 {
@@ -40,8 +43,18 @@
 	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 *
@@ -55,6 +68,18 @@
 				 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,
@@ -77,6 +102,24 @@
 	.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:
  */
@@ -87,25 +130,42 @@
 	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)
 {
-	(void) vmw_gb_shader_destroy(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);
-
+	ret = vmw_resource_init(dev_priv, res, true, res_free,
+				&vmw_gb_shader_func);
 
 	if (unlikely(ret != 0)) {
 		if (res_free)
@@ -122,11 +182,17 @@
 	}
 	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;
@@ -259,7 +325,7 @@
 		return 0;
 
 	mutex_lock(&dev_priv->binding_mutex);
-	vmw_context_binding_res_list_scrub(&res->binding_head);
+	vmw_binding_res_list_scrub(&res->binding_head);
 
 	cmd = vmw_fifo_reserve(dev_priv, sizeof(*cmd));
 	if (unlikely(cmd == NULL)) {
@@ -280,6 +346,321 @@
 	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;
+	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,
+				   false, true);
+	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:
  */
@@ -341,6 +722,8 @@
 				 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)
 {
@@ -383,7 +766,8 @@
 	 */
 
 	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
-				 offset, shader_type, buffer,
+				 offset, shader_type, num_input_sig,
+				 num_output_sig, buffer,
 				 vmw_user_shader_free);
 	if (unlikely(ret != 0))
 		goto out;
@@ -449,7 +833,7 @@
 	 * From here on, the destructor takes over resource freeing.
 	 */
 	ret = vmw_gb_shader_init(dev_priv, res, shader_size,
-				 offset, shader_type, buffer,
+				 offset, shader_type, 0, 0, buffer,
 				 vmw_shader_free);
 
 out_err:
@@ -457,19 +841,20 @@
 }
 
 
-int vmw_shader_define_ioctl(struct drm_device *dev, void *data,
-			     struct drm_file *file_priv)
+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 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_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,
+	if (buffer_handle != SVGA3D_INVALID_ID) {
+		ret = vmw_user_dmabuf_lookup(tfile, buffer_handle,
 					     &buffer);
 		if (unlikely(ret != 0)) {
 			DRM_ERROR("Could not find buffer for shader "
@@ -478,23 +863,20 @@
 		}
 
 		if ((u64)buffer->base.num_pages * PAGE_SIZE <
-		    (u64)arg->size + (u64)arg->offset) {
+		    (u64)size + (u64)offset) {
 			DRM_ERROR("Illegal buffer- or shader size.\n");
 			ret = -EINVAL;
 			goto out_bad_arg;
 		}
 	}
 
-	switch (arg->shader_type) {
+	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;
-	case drm_vmw_shader_type_gs:
-		shader_type = SVGA3D_SHADERTYPE_GS;
-		break;
 	default:
 		DRM_ERROR("Illegal shader type.\n");
 		ret = -EINVAL;
@@ -505,8 +887,9 @@
 	if (unlikely(ret != 0))
 		goto out_bad_arg;
 
-	ret = vmw_user_shader_alloc(dev_priv, buffer, arg->size, arg->offset,
-				    shader_type, tfile, &arg->shader_handle);
+	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:
@@ -515,7 +898,7 @@
 }
 
 /**
- * vmw_compat_shader_id_ok - Check whether a compat shader user key and
+ * 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.
@@ -523,13 +906,13 @@
  *
  * Returns true if valid false if not.
  */
-static bool vmw_compat_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
+static bool vmw_shader_id_ok(u32 user_key, SVGA3dShaderType shader_type)
 {
 	return user_key <= ((1 << 20) - 1) && (unsigned) shader_type < 16;
 }
 
 /**
- * vmw_compat_shader_key - Compute a hash key suitable for a compat shader.
+ * vmw_shader_key - Compute a hash key suitable for a compat shader.
  *
  * @user_key: User space id of the shader.
  * @shader_type: Shader type.
@@ -537,13 +920,13 @@
  * Returns a hash key suitable for a command buffer managed resource
  * manager hash table.
  */
-static u32 vmw_compat_shader_key(u32 user_key, SVGA3dShaderType shader_type)
+static u32 vmw_shader_key(u32 user_key, SVGA3dShaderType shader_type)
 {
 	return user_key | (shader_type << 20);
 }
 
 /**
- * vmw_compat_shader_remove - Stage a compat shader for removal.
+ * 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
@@ -551,17 +934,18 @@
  * @shader_type: Shader type.
  * @list: Caller's list of staged command buffer resource actions.
  */
-int vmw_compat_shader_remove(struct vmw_cmdbuf_res_manager *man,
-			     u32 user_key, SVGA3dShaderType shader_type,
-			     struct list_head *list)
+int vmw_shader_remove(struct vmw_cmdbuf_res_manager *man,
+		      u32 user_key, SVGA3dShaderType shader_type,
+		      struct list_head *list)
 {
-	if (!vmw_compat_shader_id_ok(user_key, shader_type))
+	struct vmw_resource *dummy;
+
+	if (!vmw_shader_id_ok(user_key, shader_type))
 		return -EINVAL;
 
-	return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_compat_shader,
-				     vmw_compat_shader_key(user_key,
-							   shader_type),
-				     list);
+	return vmw_cmdbuf_res_remove(man, vmw_cmdbuf_res_shader,
+				     vmw_shader_key(user_key, shader_type),
+				     list, &dummy);
 }
 
 /**
@@ -591,7 +975,7 @@
 	int ret;
 	struct vmw_resource *res;
 
-	if (!vmw_compat_shader_id_ok(user_key, shader_type))
+	if (!vmw_shader_id_ok(user_key, shader_type))
 		return -EINVAL;
 
 	/* Allocate and pin a DMA buffer */
@@ -628,8 +1012,8 @@
 	if (unlikely(ret != 0))
 		goto no_reserve;
 
-	ret = vmw_cmdbuf_res_add(man, vmw_cmdbuf_res_compat_shader,
-				 vmw_compat_shader_key(user_key, shader_type),
+	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:
@@ -639,7 +1023,7 @@
 }
 
 /**
- * vmw_compat_shader_lookup - Look up a compat shader
+ * vmw_shader_lookup - Look up a compat shader
  *
  * @man: Pointer to the command buffer managed resource manager identifying
  * the shader namespace.
@@ -650,14 +1034,26 @@
  * found. An error pointer otherwise.
  */
 struct vmw_resource *
-vmw_compat_shader_lookup(struct vmw_cmdbuf_res_manager *man,
-			 u32 user_key,
-			 SVGA3dShaderType shader_type)
+vmw_shader_lookup(struct vmw_cmdbuf_res_manager *man,
+		  u32 user_key,
+		  SVGA3dShaderType shader_type)
 {
-	if (!vmw_compat_shader_id_ok(user_key, shader_type))
+	if (!vmw_shader_id_ok(user_key, shader_type))
 		return ERR_PTR(-EINVAL);
 
-	return vmw_cmdbuf_res_lookup(man, vmw_cmdbuf_res_compat_shader,
-				     vmw_compat_shader_key(user_key,
-							   shader_type));
+	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);
 }