linux_dsm_epyc7002/drivers/gpu/drm/vmwgfx/vmwgfx_shader.c
Thomas Hellstrom 294adf7d86 drm/vmwgfx: Use a per-device semaphore for reservation protection
Don't use a per-master semaphore (ttm lock) for reservation protection, but
rather a per-device semaphore. This is needed since clients connecting using
render nodes aren't master aware.

The ttm lock used should probably be replaced with a reader-write semaphore
once the function down_xx_interruptible() is available.

Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
2014-03-28 14:19:02 +01:00

812 lines
21 KiB
C

/**************************************************************************
*
* 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"
#define VMW_COMPAT_SHADER_HT_ORDER 12
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;
};
/**
* enum vmw_compat_shader_state - Staging state for compat shaders
*/
enum vmw_compat_shader_state {
VMW_COMPAT_COMMITED,
VMW_COMPAT_ADD,
VMW_COMPAT_DEL
};
/**
* struct vmw_compat_shader - Metadata for compat shaders.
*
* @handle: The TTM handle of the guest backed shader.
* @tfile: The struct ttm_object_file the guest backed shader is registered
* with.
* @hash: Hash item for lookup.
* @head: List head for staging lists or the compat shader manager list.
* @state: Staging state.
*
* The structure is protected by the cmdbuf lock.
*/
struct vmw_compat_shader {
u32 handle;
struct ttm_object_file *tfile;
struct drm_hash_item hash;
struct list_head head;
enum vmw_compat_shader_state state;
};
/**
* struct vmw_compat_shader_manager - Compat shader manager.
*
* @shaders: Hash table containing staged and commited compat shaders
* @list: List of commited shaders.
* @dev_priv: Pointer to a device private structure.
*
* @shaders and @list are protected by the cmdbuf mutex for now.
*/
struct vmw_compat_shader_manager {
struct drm_open_hash shaders;
struct list_head list;
struct vmw_private *dev_priv;
};
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;
mutex_lock(&dev_priv->binding_mutex);
vmw_context_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_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);
}
static int vmw_shader_alloc(struct vmw_private *dev_priv,
struct vmw_dma_buffer *buffer,
size_t shader_size,
size_t offset,
SVGA3dShaderType shader_type,
struct ttm_object_file *tfile,
u32 *handle)
{
struct vmw_user_shader *ushader;
struct vmw_resource *res, *tmp;
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,
false, true);
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 == NULL)) {
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, 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;
}
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 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,
&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;
}
ret = ttm_read_lock(&dev_priv->reservation_sem, true);
if (unlikely(ret != 0))
goto out_bad_arg;
ret = vmw_shader_alloc(dev_priv, buffer, arg->size, arg->offset,
shader_type, tfile, &arg->shader_handle);
ttm_read_unlock(&dev_priv->reservation_sem);
out_bad_arg:
vmw_dmabuf_unreference(&buffer);
return ret;
}
/**
* vmw_compat_shader_lookup - Look up a compat shader
*
* @man: Pointer to the compat shader manager.
* @shader_type: The shader type, that combined with the user_key identifies
* the shader.
* @user_key: On entry, this should be a pointer to the user_key.
* On successful exit, it will contain the guest-backed shader's TTM handle.
*
* Returns 0 on success. Non-zero on failure, in which case the value pointed
* to by @user_key is unmodified.
*/
int vmw_compat_shader_lookup(struct vmw_compat_shader_manager *man,
SVGA3dShaderType shader_type,
u32 *user_key)
{
struct drm_hash_item *hash;
int ret;
unsigned long key = *user_key | (shader_type << 24);
ret = drm_ht_find_item(&man->shaders, key, &hash);
if (unlikely(ret != 0))
return ret;
*user_key = drm_hash_entry(hash, struct vmw_compat_shader,
hash)->handle;
return 0;
}
/**
* vmw_compat_shader_free - Free a compat shader.
*
* @man: Pointer to the compat shader manager.
* @entry: Pointer to a struct vmw_compat_shader.
*
* Frees a struct vmw_compat_shder entry and drops its reference to the
* guest backed shader.
*/
static void vmw_compat_shader_free(struct vmw_compat_shader_manager *man,
struct vmw_compat_shader *entry)
{
list_del(&entry->head);
WARN_ON(drm_ht_remove_item(&man->shaders, &entry->hash));
WARN_ON(ttm_ref_object_base_unref(entry->tfile, entry->handle,
TTM_REF_USAGE));
kfree(entry);
}
/**
* vmw_compat_shaders_commit - Commit a list of compat shader actions.
*
* @man: Pointer to the compat shader manager.
* @list: Caller's list of compat shader actions.
*
* This function commits a list of compat shader additions or removals.
* It is typically called when the execbuf ioctl call triggering these
* actions has commited the fifo contents to the device.
*/
void vmw_compat_shaders_commit(struct vmw_compat_shader_manager *man,
struct list_head *list)
{
struct vmw_compat_shader *entry, *next;
list_for_each_entry_safe(entry, next, list, head) {
list_del(&entry->head);
switch (entry->state) {
case VMW_COMPAT_ADD:
entry->state = VMW_COMPAT_COMMITED;
list_add_tail(&entry->head, &man->list);
break;
case VMW_COMPAT_DEL:
ttm_ref_object_base_unref(entry->tfile, entry->handle,
TTM_REF_USAGE);
kfree(entry);
break;
default:
BUG();
break;
}
}
}
/**
* vmw_compat_shaders_revert - Revert a list of compat shader actions
*
* @man: Pointer to the compat shader manager.
* @list: Caller's list of compat shader actions.
*
* This function reverts a list of compat shader additions or removals.
* It is typically called when the execbuf ioctl call triggering these
* actions failed for some reason, and the command stream was never
* submitted.
*/
void vmw_compat_shaders_revert(struct vmw_compat_shader_manager *man,
struct list_head *list)
{
struct vmw_compat_shader *entry, *next;
int ret;
list_for_each_entry_safe(entry, next, list, head) {
switch (entry->state) {
case VMW_COMPAT_ADD:
vmw_compat_shader_free(man, entry);
break;
case VMW_COMPAT_DEL:
ret = drm_ht_insert_item(&man->shaders, &entry->hash);
list_del(&entry->head);
list_add_tail(&entry->head, &man->list);
entry->state = VMW_COMPAT_COMMITED;
break;
default:
BUG();
break;
}
}
}
/**
* vmw_compat_shader_remove - Stage a compat shader for removal.
*
* @man: Pointer to the compat shader manager
* @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 shader actions.
*
* This function stages a compat shader for removal and removes the key from
* the shader manager's hash table. If the shader was previously only staged
* for addition it is completely removed (But the execbuf code may keep a
* reference if it was bound to a context between addition and removal). If
* it was previously commited to the manager, it is staged for removal.
*/
int vmw_compat_shader_remove(struct vmw_compat_shader_manager *man,
u32 user_key, SVGA3dShaderType shader_type,
struct list_head *list)
{
struct vmw_compat_shader *entry;
struct drm_hash_item *hash;
int ret;
ret = drm_ht_find_item(&man->shaders, user_key | (shader_type << 24),
&hash);
if (likely(ret != 0))
return -EINVAL;
entry = drm_hash_entry(hash, struct vmw_compat_shader, hash);
switch (entry->state) {
case VMW_COMPAT_ADD:
vmw_compat_shader_free(man, entry);
break;
case VMW_COMPAT_COMMITED:
(void) drm_ht_remove_item(&man->shaders, &entry->hash);
list_del(&entry->head);
entry->state = VMW_COMPAT_DEL;
list_add_tail(&entry->head, list);
break;
default:
BUG();
break;
}
return 0;
}
/**
* vmw_compat_shader_add - Create a compat shader and add the
* key to the manager
*
* @man: Pointer to the compat shader manager
* @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 shader actions.
*
* Note that only the key is added to the shader manager's hash table.
* The shader is not yet added to the shader manager's list of shaders.
*/
int vmw_compat_shader_add(struct vmw_compat_shader_manager *man,
u32 user_key, const void *bytecode,
SVGA3dShaderType shader_type,
size_t size,
struct ttm_object_file *tfile,
struct list_head *list)
{
struct vmw_dma_buffer *buf;
struct ttm_bo_kmap_obj map;
bool is_iomem;
struct vmw_compat_shader *compat;
u32 handle;
int ret;
if (user_key > ((1 << 24) - 1) || (unsigned) shader_type > 16)
return -EINVAL;
/* Allocate and pin a DMA buffer */
buf = kzalloc(sizeof(*buf), GFP_KERNEL);
if (unlikely(buf == NULL))
return -ENOMEM;
ret = vmw_dmabuf_init(man->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, false, 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, false, true);
WARN_ON(ret != 0);
ttm_bo_unreserve(&buf->base);
/* Create a guest-backed shader container backed by the dma buffer */
ret = vmw_shader_alloc(man->dev_priv, buf, size, 0, shader_type,
tfile, &handle);
vmw_dmabuf_unreference(&buf);
if (unlikely(ret != 0))
goto no_reserve;
/*
* Create a compat shader structure and stage it for insertion
* in the manager
*/
compat = kzalloc(sizeof(*compat), GFP_KERNEL);
if (compat == NULL)
goto no_compat;
compat->hash.key = user_key | (shader_type << 24);
ret = drm_ht_insert_item(&man->shaders, &compat->hash);
if (unlikely(ret != 0))
goto out_invalid_key;
compat->state = VMW_COMPAT_ADD;
compat->handle = handle;
compat->tfile = tfile;
list_add_tail(&compat->head, list);
return 0;
out_invalid_key:
kfree(compat);
no_compat:
ttm_ref_object_base_unref(tfile, handle, TTM_REF_USAGE);
no_reserve:
out:
return ret;
}
/**
* vmw_compat_shader_man_create - Create a compat shader manager
*
* @dev_priv: Pointer to a device private structure.
*
* Typically done at file open time. If successful returns a pointer to a
* compat shader manager. Otherwise returns an error pointer.
*/
struct vmw_compat_shader_manager *
vmw_compat_shader_man_create(struct vmw_private *dev_priv)
{
struct vmw_compat_shader_manager *man;
int ret;
man = kzalloc(sizeof(*man), GFP_KERNEL);
if (man == NULL)
return ERR_PTR(-ENOMEM);
man->dev_priv = dev_priv;
INIT_LIST_HEAD(&man->list);
ret = drm_ht_create(&man->shaders, VMW_COMPAT_SHADER_HT_ORDER);
if (ret == 0)
return man;
kfree(man);
return ERR_PTR(ret);
}
/**
* vmw_compat_shader_man_destroy - Destroy a compat shader manager
*
* @man: Pointer to the shader manager to destroy.
*
* Typically done at file close time.
*/
void vmw_compat_shader_man_destroy(struct vmw_compat_shader_manager *man)
{
struct vmw_compat_shader *entry, *next;
mutex_lock(&man->dev_priv->cmdbuf_mutex);
list_for_each_entry_safe(entry, next, &man->list, head)
vmw_compat_shader_free(man, entry);
mutex_unlock(&man->dev_priv->cmdbuf_mutex);
kfree(man);
}