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Diffstat (limited to 'src/gallium/drivers/v3d/v3d_program.c')
-rw-r--r--src/gallium/drivers/v3d/v3d_program.c264
1 files changed, 132 insertions, 132 deletions
diff --git a/src/gallium/drivers/v3d/v3d_program.c b/src/gallium/drivers/v3d/v3d_program.c
index ce2e0be8ed2..63e6fda5471 100644
--- a/src/gallium/drivers/v3d/v3d_program.c
+++ b/src/gallium/drivers/v3d/v3d_program.c
@@ -38,7 +38,7 @@
#include "mesa/state_tracker/st_glsl_types.h"
static gl_varying_slot
-vc5_get_slot_for_driver_location(nir_shader *s, uint32_t driver_location)
+v3d_get_slot_for_driver_location(nir_shader *s, uint32_t driver_location)
{
nir_foreach_variable(var, &s->outputs) {
if (var->data.driver_location == driver_location) {
@@ -58,7 +58,7 @@ vc5_get_slot_for_driver_location(nir_shader *s, uint32_t driver_location)
* varyings together in a single data spec.
*/
static void
-vc5_set_transform_feedback_outputs(struct vc5_uncompiled_shader *so,
+v3d_set_transform_feedback_outputs(struct v3d_uncompiled_shader *so,
const struct pipe_stream_output_info *stream_output)
{
if (!stream_output->num_outputs)
@@ -96,7 +96,7 @@ vc5_set_transform_feedback_outputs(struct vc5_uncompiled_shader *so,
*/
for (int j = 0; j < output->num_components; j++) {
gl_varying_slot slot =
- vc5_get_slot_for_driver_location(so->base.ir.nir, output->register_index);
+ v3d_get_slot_for_driver_location(so->base.ir.nir, output->register_index);
slots[slot_count] =
v3d_slot_from_slot_and_component(slot,
@@ -173,15 +173,15 @@ uniforms_type_size(const struct glsl_type *type)
}
static void *
-vc5_shader_state_create(struct pipe_context *pctx,
+v3d_shader_state_create(struct pipe_context *pctx,
const struct pipe_shader_state *cso)
{
- struct vc5_context *vc5 = vc5_context(pctx);
- struct vc5_uncompiled_shader *so = CALLOC_STRUCT(vc5_uncompiled_shader);
+ struct v3d_context *v3d = v3d_context(pctx);
+ struct v3d_uncompiled_shader *so = CALLOC_STRUCT(v3d_uncompiled_shader);
if (!so)
return NULL;
- so->program_id = vc5->next_uncompiled_program_id++;
+ so->program_id = v3d->next_uncompiled_program_id++;
nir_shader *s;
@@ -227,7 +227,7 @@ vc5_shader_state_create(struct pipe_context *pctx,
so->base.type = PIPE_SHADER_IR_NIR;
so->base.ir.nir = s;
- vc5_set_transform_feedback_outputs(so, &cso->stream_output);
+ v3d_set_transform_feedback_outputs(so, &cso->stream_output);
if (V3D_DEBUG & (V3D_DEBUG_NIR |
v3d_debug_flag_for_shader_stage(s->info.stage))) {
@@ -241,19 +241,19 @@ vc5_shader_state_create(struct pipe_context *pctx,
return so;
}
-static struct vc5_compiled_shader *
-vc5_get_compiled_shader(struct vc5_context *vc5, struct v3d_key *key)
+static struct v3d_compiled_shader *
+v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key)
{
- struct vc5_uncompiled_shader *shader_state = key->shader_state;
+ struct v3d_uncompiled_shader *shader_state = key->shader_state;
nir_shader *s = shader_state->base.ir.nir;
struct hash_table *ht;
uint32_t key_size;
if (s->info.stage == MESA_SHADER_FRAGMENT) {
- ht = vc5->fs_cache;
+ ht = v3d->fs_cache;
key_size = sizeof(struct v3d_fs_key);
} else {
- ht = vc5->vs_cache;
+ ht = v3d->vs_cache;
key_size = sizeof(struct v3d_vs_key);
}
@@ -261,8 +261,8 @@ vc5_get_compiled_shader(struct vc5_context *vc5, struct v3d_key *key)
if (entry)
return entry->data;
- struct vc5_compiled_shader *shader =
- rzalloc(NULL, struct vc5_compiled_shader);
+ struct v3d_compiled_shader *shader =
+ rzalloc(NULL, struct v3d_compiled_shader);
int program_id = shader_state->program_id;
int variant_id =
@@ -274,7 +274,7 @@ vc5_get_compiled_shader(struct vc5_context *vc5, struct v3d_key *key)
case MESA_SHADER_VERTEX:
shader->prog_data.vs = rzalloc(shader, struct v3d_vs_prog_data);
- qpu_insts = v3d_compile_vs(vc5->screen->compiler,
+ qpu_insts = v3d_compile_vs(v3d->screen->compiler,
(struct v3d_vs_key *)key,
shader->prog_data.vs, s,
program_id, variant_id,
@@ -283,7 +283,7 @@ vc5_get_compiled_shader(struct vc5_context *vc5, struct v3d_key *key)
case MESA_SHADER_FRAGMENT:
shader->prog_data.fs = rzalloc(shader, struct v3d_fs_prog_data);
- qpu_insts = v3d_compile_fs(vc5->screen->compiler,
+ qpu_insts = v3d_compile_fs(v3d->screen->compiler,
(struct v3d_fs_key *)key,
shader->prog_data.fs, s,
program_id, variant_id,
@@ -293,31 +293,31 @@ vc5_get_compiled_shader(struct vc5_context *vc5, struct v3d_key *key)
unreachable("bad stage");
}
- vc5_set_shader_uniform_dirty_flags(shader);
+ v3d_set_shader_uniform_dirty_flags(shader);
- shader->bo = vc5_bo_alloc(vc5->screen, shader_size, "shader");
- vc5_bo_map(shader->bo);
+ shader->bo = v3d_bo_alloc(v3d->screen, shader_size, "shader");
+ v3d_bo_map(shader->bo);
memcpy(shader->bo->map, qpu_insts, shader_size);
free(qpu_insts);
- struct vc5_key *dup_key;
+ struct v3d_key *dup_key;
dup_key = ralloc_size(shader, key_size);
memcpy(dup_key, key, key_size);
_mesa_hash_table_insert(ht, dup_key, shader);
if (shader->prog_data.base->spill_size >
- vc5->prog.spill_size_per_thread) {
+ v3d->prog.spill_size_per_thread) {
/* Max 4 QPUs per slice, 3 slices per core. We only do single
* core so far. This overallocates memory on smaller cores.
*/
int total_spill_size =
4 * 3 * shader->prog_data.base->spill_size;
- vc5_bo_unreference(&vc5->prog.spill_bo);
- vc5->prog.spill_bo = vc5_bo_alloc(vc5->screen,
+ v3d_bo_unreference(&v3d->prog.spill_bo);
+ v3d->prog.spill_bo = v3d_bo_alloc(v3d->screen,
total_spill_size, "spill");
- vc5->prog.spill_size_per_thread =
+ v3d->prog.spill_size_per_thread =
shader->prog_data.base->spill_size;
}
@@ -325,14 +325,14 @@ vc5_get_compiled_shader(struct vc5_context *vc5, struct v3d_key *key)
}
static void
-vc5_setup_shared_key(struct vc5_context *vc5, struct v3d_key *key,
- struct vc5_texture_stateobj *texstate)
+v3d_setup_shared_key(struct v3d_context *v3d, struct v3d_key *key,
+ struct v3d_texture_stateobj *texstate)
{
- const struct v3d_device_info *devinfo = &vc5->screen->devinfo;
+ const struct v3d_device_info *devinfo = &v3d->screen->devinfo;
for (int i = 0; i < texstate->num_textures; i++) {
struct pipe_sampler_view *sampler = texstate->textures[i];
- struct vc5_sampler_view *vc5_sampler = vc5_sampler_view(sampler);
+ struct v3d_sampler_view *v3d_sampler = v3d_sampler_view(sampler);
struct pipe_sampler_state *sampler_state =
texstate->samplers[i];
@@ -340,7 +340,7 @@ vc5_setup_shared_key(struct vc5_context *vc5, struct v3d_key *key,
continue;
key->tex[i].return_size =
- vc5_get_tex_return_size(devinfo,
+ v3d_get_tex_return_size(devinfo,
sampler->format,
sampler_state->compare_mode);
@@ -354,14 +354,14 @@ vc5_setup_shared_key(struct vc5_context *vc5, struct v3d_key *key,
key->tex[i].return_channels = 4;
} else {
key->tex[i].return_channels =
- vc5_get_tex_return_channels(devinfo,
+ v3d_get_tex_return_channels(devinfo,
sampler->format);
}
if (key->tex[i].return_size == 32 && devinfo->ver < 40) {
memcpy(key->tex[i].swizzle,
- vc5_sampler->swizzle,
- sizeof(vc5_sampler->swizzle));
+ v3d_sampler->swizzle,
+ sizeof(v3d_sampler->swizzle));
} else {
/* For 16-bit returns, we let the sampler state handle
* the swizzle.
@@ -384,17 +384,17 @@ vc5_setup_shared_key(struct vc5_context *vc5, struct v3d_key *key,
}
}
- key->ucp_enables = vc5->rasterizer->base.clip_plane_enable;
+ key->ucp_enables = v3d->rasterizer->base.clip_plane_enable;
}
static void
-vc5_update_compiled_fs(struct vc5_context *vc5, uint8_t prim_mode)
+v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
{
- struct vc5_job *job = vc5->job;
+ struct v3d_job *job = v3d->job;
struct v3d_fs_key local_key;
struct v3d_fs_key *key = &local_key;
- if (!(vc5->dirty & (VC5_DIRTY_PRIM_MODE |
+ if (!(v3d->dirty & (VC5_DIRTY_PRIM_MODE |
VC5_DIRTY_BLEND |
VC5_DIRTY_FRAMEBUFFER |
VC5_DIRTY_ZSA |
@@ -406,40 +406,40 @@ vc5_update_compiled_fs(struct vc5_context *vc5, uint8_t prim_mode)
}
memset(key, 0, sizeof(*key));
- vc5_setup_shared_key(vc5, &key->base, &vc5->fragtex);
- key->base.shader_state = vc5->prog.bind_fs;
+ v3d_setup_shared_key(v3d, &key->base, &v3d->fragtex);
+ key->base.shader_state = v3d->prog.bind_fs;
key->is_points = (prim_mode == PIPE_PRIM_POINTS);
key->is_lines = (prim_mode >= PIPE_PRIM_LINES &&
prim_mode <= PIPE_PRIM_LINE_STRIP);
- key->clamp_color = vc5->rasterizer->base.clamp_fragment_color;
- if (vc5->blend->logicop_enable) {
- key->logicop_func = vc5->blend->logicop_func;
+ key->clamp_color = v3d->rasterizer->base.clamp_fragment_color;
+ if (v3d->blend->logicop_enable) {
+ key->logicop_func = v3d->blend->logicop_func;
} else {
key->logicop_func = PIPE_LOGICOP_COPY;
}
if (job->msaa) {
- key->msaa = vc5->rasterizer->base.multisample;
- key->sample_coverage = (vc5->rasterizer->base.multisample &&
- vc5->sample_mask != (1 << VC5_MAX_SAMPLES) - 1);
- key->sample_alpha_to_coverage = vc5->blend->alpha_to_coverage;
- key->sample_alpha_to_one = vc5->blend->alpha_to_one;
+ key->msaa = v3d->rasterizer->base.multisample;
+ key->sample_coverage = (v3d->rasterizer->base.multisample &&
+ v3d->sample_mask != (1 << VC5_MAX_SAMPLES) - 1);
+ key->sample_alpha_to_coverage = v3d->blend->alpha_to_coverage;
+ key->sample_alpha_to_one = v3d->blend->alpha_to_one;
}
- key->depth_enabled = (vc5->zsa->base.depth.enabled ||
- vc5->zsa->base.stencil[0].enabled);
- if (vc5->zsa->base.alpha.enabled) {
+ key->depth_enabled = (v3d->zsa->base.depth.enabled ||
+ v3d->zsa->base.stencil[0].enabled);
+ if (v3d->zsa->base.alpha.enabled) {
key->alpha_test = true;
- key->alpha_test_func = vc5->zsa->base.alpha.func;
+ key->alpha_test_func = v3d->zsa->base.alpha.func;
}
/* gl_FragColor's propagation to however many bound color buffers
* there are means that the buffer count needs to be in the key.
*/
- key->nr_cbufs = vc5->framebuffer.nr_cbufs;
- key->swap_color_rb = vc5->swap_color_rb;
+ key->nr_cbufs = v3d->framebuffer.nr_cbufs;
+ key->swap_color_rb = v3d->swap_color_rb;
for (int i = 0; i < key->nr_cbufs; i++) {
- struct pipe_surface *cbuf = vc5->framebuffer.cbufs[i];
+ struct pipe_surface *cbuf = v3d->framebuffer.cbufs[i];
if (!cbuf)
continue;
@@ -451,7 +451,7 @@ vc5_update_compiled_fs(struct vc5_context *vc5, uint8_t prim_mode)
key->f32_color_rb |= 1 << i;
}
- if (vc5->prog.bind_fs->was_tgsi) {
+ if (v3d->prog.bind_fs->was_tgsi) {
if (util_format_is_pure_uint(cbuf->format))
key->uint_color_rb |= 1 << i;
else if (util_format_is_pure_sint(cbuf->format))
@@ -461,48 +461,48 @@ vc5_update_compiled_fs(struct vc5_context *vc5, uint8_t prim_mode)
if (key->is_points) {
key->point_sprite_mask =
- vc5->rasterizer->base.sprite_coord_enable;
+ v3d->rasterizer->base.sprite_coord_enable;
key->point_coord_upper_left =
- (vc5->rasterizer->base.sprite_coord_mode ==
+ (v3d->rasterizer->base.sprite_coord_mode ==
PIPE_SPRITE_COORD_UPPER_LEFT);
}
- key->light_twoside = vc5->rasterizer->base.light_twoside;
- key->shade_model_flat = vc5->rasterizer->base.flatshade;
+ key->light_twoside = v3d->rasterizer->base.light_twoside;
+ key->shade_model_flat = v3d->rasterizer->base.flatshade;
- struct vc5_compiled_shader *old_fs = vc5->prog.fs;
- vc5->prog.fs = vc5_get_compiled_shader(vc5, &key->base);
- if (vc5->prog.fs == old_fs)
+ struct v3d_compiled_shader *old_fs = v3d->prog.fs;
+ v3d->prog.fs = v3d_get_compiled_shader(v3d, &key->base);
+ if (v3d->prog.fs == old_fs)
return;
- vc5->dirty |= VC5_DIRTY_COMPILED_FS;
+ v3d->dirty |= VC5_DIRTY_COMPILED_FS;
if (old_fs) {
- if (vc5->prog.fs->prog_data.fs->flat_shade_flags !=
+ if (v3d->prog.fs->prog_data.fs->flat_shade_flags !=
old_fs->prog_data.fs->flat_shade_flags) {
- vc5->dirty |= VC5_DIRTY_FLAT_SHADE_FLAGS;
+ v3d->dirty |= VC5_DIRTY_FLAT_SHADE_FLAGS;
}
- if (vc5->prog.fs->prog_data.fs->centroid_flags !=
+ if (v3d->prog.fs->prog_data.fs->centroid_flags !=
old_fs->prog_data.fs->centroid_flags) {
- vc5->dirty |= VC5_DIRTY_CENTROID_FLAGS;
+ v3d->dirty |= VC5_DIRTY_CENTROID_FLAGS;
}
}
- if (old_fs && memcmp(vc5->prog.fs->prog_data.fs->input_slots,
+ if (old_fs && memcmp(v3d->prog.fs->prog_data.fs->input_slots,
old_fs->prog_data.fs->input_slots,
- sizeof(vc5->prog.fs->prog_data.fs->input_slots))) {
- vc5->dirty |= VC5_DIRTY_FS_INPUTS;
+ sizeof(v3d->prog.fs->prog_data.fs->input_slots))) {
+ v3d->dirty |= VC5_DIRTY_FS_INPUTS;
}
}
static void
-vc5_update_compiled_vs(struct vc5_context *vc5, uint8_t prim_mode)
+v3d_update_compiled_vs(struct v3d_context *v3d, uint8_t prim_mode)
{
struct v3d_vs_key local_key;
struct v3d_vs_key *key = &local_key;
- if (!(vc5->dirty & (VC5_DIRTY_PRIM_MODE |
+ if (!(v3d->dirty & (VC5_DIRTY_PRIM_MODE |
VC5_DIRTY_RASTERIZER |
VC5_DIRTY_VERTTEX |
VC5_DIRTY_VTXSTATE |
@@ -512,29 +512,29 @@ vc5_update_compiled_vs(struct vc5_context *vc5, uint8_t prim_mode)
}
memset(key, 0, sizeof(*key));
- vc5_setup_shared_key(vc5, &key->base, &vc5->verttex);
- key->base.shader_state = vc5->prog.bind_vs;
- key->num_fs_inputs = vc5->prog.fs->prog_data.fs->base.num_inputs;
+ v3d_setup_shared_key(v3d, &key->base, &v3d->verttex);
+ key->base.shader_state = v3d->prog.bind_vs;
+ key->num_fs_inputs = v3d->prog.fs->prog_data.fs->base.num_inputs;
STATIC_ASSERT(sizeof(key->fs_inputs) ==
- sizeof(vc5->prog.fs->prog_data.fs->input_slots));
- memcpy(key->fs_inputs, vc5->prog.fs->prog_data.fs->input_slots,
+ sizeof(v3d->prog.fs->prog_data.fs->input_slots));
+ memcpy(key->fs_inputs, v3d->prog.fs->prog_data.fs->input_slots,
sizeof(key->fs_inputs));
- key->clamp_color = vc5->rasterizer->base.clamp_vertex_color;
+ key->clamp_color = v3d->rasterizer->base.clamp_vertex_color;
key->per_vertex_point_size =
(prim_mode == PIPE_PRIM_POINTS &&
- vc5->rasterizer->base.point_size_per_vertex);
+ v3d->rasterizer->base.point_size_per_vertex);
- struct vc5_compiled_shader *vs =
- vc5_get_compiled_shader(vc5, &key->base);
- if (vs != vc5->prog.vs) {
- vc5->prog.vs = vs;
- vc5->dirty |= VC5_DIRTY_COMPILED_VS;
+ struct v3d_compiled_shader *vs =
+ v3d_get_compiled_shader(v3d, &key->base);
+ if (vs != v3d->prog.vs) {
+ v3d->prog.vs = vs;
+ v3d->dirty |= VC5_DIRTY_COMPILED_VS;
}
key->is_coord = true;
/* Coord shaders only output varyings used by transform feedback. */
- struct vc5_uncompiled_shader *shader_state = key->base.shader_state;
+ struct v3d_uncompiled_shader *shader_state = key->base.shader_state;
memcpy(key->fs_inputs, shader_state->tf_outputs,
sizeof(*key->fs_inputs) * shader_state->num_tf_outputs);
if (shader_state->num_tf_outputs < key->num_fs_inputs) {
@@ -545,19 +545,19 @@ vc5_update_compiled_vs(struct vc5_context *vc5, uint8_t prim_mode)
}
key->num_fs_inputs = shader_state->num_tf_outputs;
- struct vc5_compiled_shader *cs =
- vc5_get_compiled_shader(vc5, &key->base);
- if (cs != vc5->prog.cs) {
- vc5->prog.cs = cs;
- vc5->dirty |= VC5_DIRTY_COMPILED_CS;
+ struct v3d_compiled_shader *cs =
+ v3d_get_compiled_shader(v3d, &key->base);
+ if (cs != v3d->prog.cs) {
+ v3d->prog.cs = cs;
+ v3d->dirty |= VC5_DIRTY_COMPILED_CS;
}
}
void
-vc5_update_compiled_shaders(struct vc5_context *vc5, uint8_t prim_mode)
+v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode)
{
- vc5_update_compiled_fs(vc5, prim_mode);
- vc5_update_compiled_vs(vc5, prim_mode);
+ v3d_update_compiled_fs(v3d, prim_mode);
+ v3d_update_compiled_vs(v3d, prim_mode);
}
static uint32_t
@@ -586,16 +586,16 @@ vs_cache_compare(const void *key1, const void *key2)
static void
delete_from_cache_if_matches(struct hash_table *ht,
- struct vc5_compiled_shader **last_compile,
+ struct v3d_compiled_shader **last_compile,
struct hash_entry *entry,
- struct vc5_uncompiled_shader *so)
+ struct v3d_uncompiled_shader *so)
{
const struct v3d_key *key = entry->key;
if (key->shader_state == so) {
- struct vc5_compiled_shader *shader = entry->data;
+ struct v3d_compiled_shader *shader = entry->data;
_mesa_hash_table_remove(ht, entry);
- vc5_bo_unreference(&shader->bo);
+ v3d_bo_unreference(&shader->bo);
if (shader == *last_compile)
*last_compile = NULL;
@@ -605,18 +605,18 @@ delete_from_cache_if_matches(struct hash_table *ht,
}
static void
-vc5_shader_state_delete(struct pipe_context *pctx, void *hwcso)
+v3d_shader_state_delete(struct pipe_context *pctx, void *hwcso)
{
- struct vc5_context *vc5 = vc5_context(pctx);
- struct vc5_uncompiled_shader *so = hwcso;
+ struct v3d_context *v3d = v3d_context(pctx);
+ struct v3d_uncompiled_shader *so = hwcso;
struct hash_entry *entry;
- hash_table_foreach(vc5->fs_cache, entry) {
- delete_from_cache_if_matches(vc5->fs_cache, &vc5->prog.fs,
+ hash_table_foreach(v3d->fs_cache, entry) {
+ delete_from_cache_if_matches(v3d->fs_cache, &v3d->prog.fs,
entry, so);
}
- hash_table_foreach(vc5->vs_cache, entry) {
- delete_from_cache_if_matches(vc5->vs_cache, &vc5->prog.vs,
+ hash_table_foreach(v3d->vs_cache, entry) {
+ delete_from_cache_if_matches(v3d->vs_cache, &v3d->prog.vs,
entry, so);
}
@@ -625,58 +625,58 @@ vc5_shader_state_delete(struct pipe_context *pctx, void *hwcso)
}
static void
-vc5_fp_state_bind(struct pipe_context *pctx, void *hwcso)
+v3d_fp_state_bind(struct pipe_context *pctx, void *hwcso)
{
- struct vc5_context *vc5 = vc5_context(pctx);
- vc5->prog.bind_fs = hwcso;
- vc5->dirty |= VC5_DIRTY_UNCOMPILED_FS;
+ struct v3d_context *v3d = v3d_context(pctx);
+ v3d->prog.bind_fs = hwcso;
+ v3d->dirty |= VC5_DIRTY_UNCOMPILED_FS;
}
static void
-vc5_vp_state_bind(struct pipe_context *pctx, void *hwcso)
+v3d_vp_state_bind(struct pipe_context *pctx, void *hwcso)
{
- struct vc5_context *vc5 = vc5_context(pctx);
- vc5->prog.bind_vs = hwcso;
- vc5->dirty |= VC5_DIRTY_UNCOMPILED_VS;
+ struct v3d_context *v3d = v3d_context(pctx);
+ v3d->prog.bind_vs = hwcso;
+ v3d->dirty |= VC5_DIRTY_UNCOMPILED_VS;
}
void
-vc5_program_init(struct pipe_context *pctx)
+v3d_program_init(struct pipe_context *pctx)
{
- struct vc5_context *vc5 = vc5_context(pctx);
+ struct v3d_context *v3d = v3d_context(pctx);
- pctx->create_vs_state = vc5_shader_state_create;
- pctx->delete_vs_state = vc5_shader_state_delete;
+ pctx->create_vs_state = v3d_shader_state_create;
+ pctx->delete_vs_state = v3d_shader_state_delete;
- pctx->create_fs_state = vc5_shader_state_create;
- pctx->delete_fs_state = vc5_shader_state_delete;
+ pctx->create_fs_state = v3d_shader_state_create;
+ pctx->delete_fs_state = v3d_shader_state_delete;
- pctx->bind_fs_state = vc5_fp_state_bind;
- pctx->bind_vs_state = vc5_vp_state_bind;
+ pctx->bind_fs_state = v3d_fp_state_bind;
+ pctx->bind_vs_state = v3d_vp_state_bind;
- vc5->fs_cache = _mesa_hash_table_create(pctx, fs_cache_hash,
+ v3d->fs_cache = _mesa_hash_table_create(pctx, fs_cache_hash,
fs_cache_compare);
- vc5->vs_cache = _mesa_hash_table_create(pctx, vs_cache_hash,
+ v3d->vs_cache = _mesa_hash_table_create(pctx, vs_cache_hash,
vs_cache_compare);
}
void
-vc5_program_fini(struct pipe_context *pctx)
+v3d_program_fini(struct pipe_context *pctx)
{
- struct vc5_context *vc5 = vc5_context(pctx);
+ struct v3d_context *v3d = v3d_context(pctx);
struct hash_entry *entry;
- hash_table_foreach(vc5->fs_cache, entry) {
- struct vc5_compiled_shader *shader = entry->data;
- vc5_bo_unreference(&shader->bo);
+ hash_table_foreach(v3d->fs_cache, entry) {
+ struct v3d_compiled_shader *shader = entry->data;
+ v3d_bo_unreference(&shader->bo);
ralloc_free(shader);
- _mesa_hash_table_remove(vc5->fs_cache, entry);
+ _mesa_hash_table_remove(v3d->fs_cache, entry);
}
- hash_table_foreach(vc5->vs_cache, entry) {
- struct vc5_compiled_shader *shader = entry->data;
- vc5_bo_unreference(&shader->bo);
+ hash_table_foreach(v3d->vs_cache, entry) {
+ struct v3d_compiled_shader *shader = entry->data;
+ v3d_bo_unreference(&shader->bo);
ralloc_free(shader);
- _mesa_hash_table_remove(vc5->vs_cache, entry);
+ _mesa_hash_table_remove(v3d->vs_cache, entry);
}
}