/* * Copyright © 2014-2017 Broadcom * * 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, sublicense, * 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 NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS 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 #include "util/u_format.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/ralloc.h" #include "util/hash_table.h" #include "util/u_upload_mgr.h" #include "tgsi/tgsi_dump.h" #include "tgsi/tgsi_parse.h" #include "compiler/nir/nir.h" #include "compiler/nir/nir_builder.h" #include "nir/tgsi_to_nir.h" #include "compiler/v3d_compiler.h" #include "v3d_context.h" #include "broadcom/cle/v3d_packet_v33_pack.h" #include "mesa/state_tracker/st_glsl_types.h" static struct v3d_compiled_shader * v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key); static void v3d_setup_shared_precompile_key(struct v3d_uncompiled_shader *uncompiled, struct v3d_key *key); static gl_varying_slot 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) { return var->data.location; } } return -1; } /** * Precomputes the TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC array for the shader. * * A shader can have 16 of these specs, and each one of them can write up to * 16 dwords. Since we allow a total of 64 transform feedback output * components (not 16 vectors), we have to group the writes of multiple * varyings together in a single data spec. */ static void v3d_set_transform_feedback_outputs(struct v3d_uncompiled_shader *so, const struct pipe_stream_output_info *stream_output) { if (!stream_output->num_outputs) return; struct v3d_varying_slot slots[PIPE_MAX_SO_OUTPUTS * 4]; int slot_count = 0; for (int buffer = 0; buffer < PIPE_MAX_SO_BUFFERS; buffer++) { uint32_t buffer_offset = 0; uint32_t vpm_start = slot_count; for (int i = 0; i < stream_output->num_outputs; i++) { const struct pipe_stream_output *output = &stream_output->output[i]; if (output->output_buffer != buffer) continue; /* We assume that the SO outputs appear in increasing * order in the buffer. */ assert(output->dst_offset >= buffer_offset); /* Pad any undefined slots in the output */ for (int j = buffer_offset; j < output->dst_offset; j++) { slots[slot_count] = v3d_slot_from_slot_and_component(VARYING_SLOT_POS, 0); slot_count++; buffer_offset++; } /* Set the coordinate shader up to output the * components of this varying. */ for (int j = 0; j < output->num_components; j++) { gl_varying_slot slot = v3d_get_slot_for_driver_location(so->base.ir.nir, output->register_index); slots[slot_count] = v3d_slot_from_slot_and_component(slot, output->start_component + j); slot_count++; buffer_offset++; } } uint32_t vpm_size = slot_count - vpm_start; if (!vpm_size) continue; uint32_t vpm_start_offset = vpm_start + 6; while (vpm_size) { uint32_t write_size = MIN2(vpm_size, 1 << 4); struct V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC unpacked = { /* We need the offset from the coordinate shader's VPM * output block, which has the [X, Y, Z, W, Xs, Ys] * values at the start. */ .first_shaded_vertex_value_to_output = vpm_start_offset, .number_of_consecutive_vertex_values_to_output_as_32_bit_values = write_size, .output_buffer_to_write_to = buffer, }; /* GFXH-1559 */ assert(unpacked.first_shaded_vertex_value_to_output != 8 || so->num_tf_specs != 0); assert(so->num_tf_specs != ARRAY_SIZE(so->tf_specs)); V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL, (void *)&so->tf_specs[so->num_tf_specs], &unpacked); /* If point size is being written by the shader, then * all the VPM start offsets are shifted up by one. * We won't know that until the variant is compiled, * though. */ unpacked.first_shaded_vertex_value_to_output++; /* GFXH-1559 */ assert(unpacked.first_shaded_vertex_value_to_output != 8 || so->num_tf_specs != 0); V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL, (void *)&so->tf_specs_psiz[so->num_tf_specs], &unpacked); so->num_tf_specs++; vpm_start_offset += write_size; vpm_size -= write_size; } so->base.stream_output.stride[buffer] = stream_output->stride[buffer]; } so->num_tf_outputs = slot_count; so->tf_outputs = ralloc_array(so->base.ir.nir, struct v3d_varying_slot, slot_count); memcpy(so->tf_outputs, slots, sizeof(*slots) * slot_count); } static int type_size(const struct glsl_type *type) { return glsl_count_attribute_slots(type, false); } static int uniforms_type_size(const struct glsl_type *type) { return st_glsl_storage_type_size(type, false); } /** * Precompiles a shader variant at shader state creation time if * V3D_DEBUG=precompile is set. Used for shader-db * (https://gitlab.freedesktop.org/mesa/shader-db) */ static void v3d_shader_precompile(struct v3d_context *v3d, struct v3d_uncompiled_shader *so) { nir_shader *s = so->base.ir.nir; if (s->info.stage == MESA_SHADER_FRAGMENT) { struct v3d_fs_key key = { .base.shader_state = so, }; nir_foreach_variable(var, &s->outputs) { if (var->data.location == FRAG_RESULT_COLOR) { key.cbufs |= 1 << 0; } else if (var->data.location >= FRAG_RESULT_DATA0) { key.cbufs |= 1 << (var->data.location - FRAG_RESULT_DATA0); } } v3d_setup_shared_precompile_key(so, &key.base); v3d_get_compiled_shader(v3d, &key.base); } else { struct v3d_vs_key key = { .base.shader_state = so, }; v3d_setup_shared_precompile_key(so, &key.base); /* Compile VS: All outputs */ nir_foreach_variable(var, &s->outputs) { unsigned array_len = MAX2(glsl_get_length(var->type), 1); assert(array_len == 1); (void)array_len; int slot = var->data.location; for (int i = 0; i < glsl_get_components(var->type); i++) { int swiz = var->data.location_frac + i; key.fs_inputs[key.num_fs_inputs++] = v3d_slot_from_slot_and_component(slot, swiz); } } v3d_get_compiled_shader(v3d, &key.base); /* Compile VS bin shader: only position (XXX: include TF) */ key.is_coord = true; key.num_fs_inputs = 0; for (int i = 0; i < 4; i++) { key.fs_inputs[key.num_fs_inputs++] = v3d_slot_from_slot_and_component(VARYING_SLOT_POS, i); } v3d_get_compiled_shader(v3d, &key.base); } } static void * v3d_shader_state_create(struct pipe_context *pctx, const struct pipe_shader_state *cso) { struct v3d_context *v3d = v3d_context(pctx); struct v3d_uncompiled_shader *so = CALLOC_STRUCT(v3d_uncompiled_shader); if (!so) return NULL; so->program_id = v3d->next_uncompiled_program_id++; nir_shader *s; if (cso->type == PIPE_SHADER_IR_NIR) { /* The backend takes ownership of the NIR shader on state * creation. */ s = cso->ir.nir; NIR_PASS_V(s, nir_lower_io, nir_var_uniform, uniforms_type_size, (nir_lower_io_options)0); } else { assert(cso->type == PIPE_SHADER_IR_TGSI); if (V3D_DEBUG & V3D_DEBUG_TGSI) { fprintf(stderr, "prog %d TGSI:\n", so->program_id); tgsi_dump(cso->tokens, 0); fprintf(stderr, "\n"); } s = tgsi_to_nir(cso->tokens, &v3d_nir_options); } nir_variable_mode lower_mode = nir_var_all & ~nir_var_uniform; if (s->info.stage == MESA_SHADER_VERTEX) lower_mode &= ~(nir_var_shader_in | nir_var_shader_out); NIR_PASS_V(s, nir_lower_io, lower_mode, type_size, (nir_lower_io_options)0); NIR_PASS_V(s, nir_opt_global_to_local); NIR_PASS_V(s, nir_lower_regs_to_ssa); NIR_PASS_V(s, nir_normalize_cubemap_coords); NIR_PASS_V(s, nir_lower_load_const_to_scalar); v3d_optimize_nir(s); NIR_PASS_V(s, nir_remove_dead_variables, nir_var_function_temp); /* Garbage collect dead instructions */ nir_sweep(s); so->base.type = PIPE_SHADER_IR_NIR; so->base.ir.nir = s; v3d_set_transform_feedback_outputs(so, &cso->stream_output); if (V3D_DEBUG & (V3D_DEBUG_NIR | v3d_debug_flag_for_shader_stage(s->info.stage))) { fprintf(stderr, "%s prog %d NIR:\n", gl_shader_stage_name(s->info.stage), so->program_id); nir_print_shader(s, stderr); fprintf(stderr, "\n"); } if (V3D_DEBUG & V3D_DEBUG_PRECOMPILE) v3d_shader_precompile(v3d, so); return so; } static void v3d_shader_debug_output(const char *message, void *data) { struct v3d_context *v3d = data; pipe_debug_message(&v3d->debug, SHADER_INFO, "%s", message); } static struct v3d_compiled_shader * v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key) { 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 = v3d->fs_cache; key_size = sizeof(struct v3d_fs_key); } else { ht = v3d->vs_cache; key_size = sizeof(struct v3d_vs_key); } struct hash_entry *entry = _mesa_hash_table_search(ht, key); if (entry) return entry->data; struct v3d_compiled_shader *shader = rzalloc(NULL, struct v3d_compiled_shader); int program_id = shader_state->program_id; int variant_id = p_atomic_inc_return(&shader_state->compiled_variant_count); uint64_t *qpu_insts; uint32_t shader_size; qpu_insts = v3d_compile(v3d->screen->compiler, key, &shader->prog_data.base, s, v3d_shader_debug_output, v3d, program_id, variant_id, &shader_size); ralloc_steal(shader, shader->prog_data.base); v3d_set_shader_uniform_dirty_flags(shader); if (shader_size) { u_upload_data(v3d->state_uploader, 0, shader_size, 8, qpu_insts, &shader->offset, &shader->resource); } free(qpu_insts); 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 > 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; v3d_bo_unreference(&v3d->prog.spill_bo); v3d->prog.spill_bo = v3d_bo_alloc(v3d->screen, total_spill_size, "spill"); v3d->prog.spill_size_per_thread = shader->prog_data.base->spill_size; } return shader; } static void v3d_free_compiled_shader(struct v3d_compiled_shader *shader) { pipe_resource_reference(&shader->resource, NULL); ralloc_free(shader); } static void v3d_setup_shared_key(struct v3d_context *v3d, struct v3d_key *key, struct v3d_texture_stateobj *texstate) { 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 v3d_sampler_view *v3d_sampler = v3d_sampler_view(sampler); struct pipe_sampler_state *sampler_state = texstate->samplers[i]; if (!sampler) continue; key->tex[i].return_size = v3d_get_tex_return_size(devinfo, sampler->format, sampler_state->compare_mode); /* For 16-bit, we set up the sampler to always return 2 * channels (meaning no recompiles for most statechanges), * while for 32 we actually scale the returns with channels. */ if (key->tex[i].return_size == 16) { key->tex[i].return_channels = 2; } else if (devinfo->ver > 40) { key->tex[i].return_channels = 4; } else { key->tex[i].return_channels = v3d_get_tex_return_channels(devinfo, sampler->format); } if (key->tex[i].return_size == 32 && devinfo->ver < 40) { memcpy(key->tex[i].swizzle, v3d_sampler->swizzle, sizeof(v3d_sampler->swizzle)); } else { /* For 16-bit returns, we let the sampler state handle * the swizzle. */ key->tex[i].swizzle[0] = PIPE_SWIZZLE_X; key->tex[i].swizzle[1] = PIPE_SWIZZLE_Y; key->tex[i].swizzle[2] = PIPE_SWIZZLE_Z; key->tex[i].swizzle[3] = PIPE_SWIZZLE_W; } if (sampler) { key->tex[i].clamp_s = sampler_state->wrap_s == PIPE_TEX_WRAP_CLAMP; key->tex[i].clamp_t = sampler_state->wrap_t == PIPE_TEX_WRAP_CLAMP; key->tex[i].clamp_r = sampler_state->wrap_r == PIPE_TEX_WRAP_CLAMP; } } key->ucp_enables = v3d->rasterizer->base.clip_plane_enable; } static void v3d_setup_shared_precompile_key(struct v3d_uncompiled_shader *uncompiled, struct v3d_key *key) { nir_shader *s = uncompiled->base.ir.nir; for (int i = 0; i < s->info.num_textures; i++) { key->tex[i].return_size = 16; key->tex[i].return_channels = 2; key->tex[i].swizzle[0] = PIPE_SWIZZLE_X; key->tex[i].swizzle[1] = PIPE_SWIZZLE_Y; key->tex[i].swizzle[2] = PIPE_SWIZZLE_Z; key->tex[i].swizzle[3] = PIPE_SWIZZLE_W; } } static void v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode) { struct v3d_job *job = v3d->job; struct v3d_fs_key local_key; struct v3d_fs_key *key = &local_key; nir_shader *s = v3d->prog.bind_fs->base.ir.nir; if (!(v3d->dirty & (VC5_DIRTY_PRIM_MODE | VC5_DIRTY_BLEND | VC5_DIRTY_FRAMEBUFFER | VC5_DIRTY_ZSA | VC5_DIRTY_RASTERIZER | VC5_DIRTY_SAMPLE_STATE | VC5_DIRTY_FRAGTEX | VC5_DIRTY_UNCOMPILED_FS))) { return; } memset(key, 0, sizeof(*key)); v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_FRAGMENT]); 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 = v3d->rasterizer->base.clamp_fragment_color; if (v3d->blend->base.logicop_enable) { key->logicop_func = v3d->blend->base.logicop_func; } else { key->logicop_func = PIPE_LOGICOP_COPY; } if (job->msaa) { key->msaa = v3d->rasterizer->base.multisample; key->sample_coverage = (v3d->rasterizer->base.multisample && v3d->sample_mask != (1 << V3D_MAX_SAMPLES) - 1); key->sample_alpha_to_coverage = v3d->blend->base.alpha_to_coverage; key->sample_alpha_to_one = v3d->blend->base.alpha_to_one; } 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 = v3d->zsa->base.alpha.func; } key->swap_color_rb = v3d->swap_color_rb; for (int i = 0; i < v3d->framebuffer.nr_cbufs; i++) { struct pipe_surface *cbuf = v3d->framebuffer.cbufs[i]; if (!cbuf) continue; /* gl_FragColor's propagation to however many bound color * buffers there are means that the shader compile needs to * know what buffers are present. */ key->cbufs |= 1 << i; const struct util_format_description *desc = util_format_description(cbuf->format); if (desc->channel[0].type == UTIL_FORMAT_TYPE_FLOAT && desc->channel[0].size == 32) { key->f32_color_rb |= 1 << i; } if (s->info.fs.untyped_color_outputs) { if (util_format_is_pure_uint(cbuf->format)) key->uint_color_rb |= 1 << i; else if (util_format_is_pure_sint(cbuf->format)) key->int_color_rb |= 1 << i; } } if (key->is_points) { key->point_sprite_mask = v3d->rasterizer->base.sprite_coord_enable; key->point_coord_upper_left = (v3d->rasterizer->base.sprite_coord_mode == PIPE_SPRITE_COORD_UPPER_LEFT); } key->light_twoside = v3d->rasterizer->base.light_twoside; key->shade_model_flat = v3d->rasterizer->base.flatshade; 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; v3d->dirty |= VC5_DIRTY_COMPILED_FS; if (old_fs) { if (v3d->prog.fs->prog_data.fs->flat_shade_flags != old_fs->prog_data.fs->flat_shade_flags) { v3d->dirty |= VC5_DIRTY_FLAT_SHADE_FLAGS; } if (v3d->prog.fs->prog_data.fs->noperspective_flags != old_fs->prog_data.fs->noperspective_flags) { v3d->dirty |= VC5_DIRTY_NOPERSPECTIVE_FLAGS; } if (v3d->prog.fs->prog_data.fs->centroid_flags != old_fs->prog_data.fs->centroid_flags) { v3d->dirty |= VC5_DIRTY_CENTROID_FLAGS; } } if (old_fs && memcmp(v3d->prog.fs->prog_data.fs->input_slots, old_fs->prog_data.fs->input_slots, sizeof(v3d->prog.fs->prog_data.fs->input_slots))) { v3d->dirty |= VC5_DIRTY_FS_INPUTS; } } static void 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 (!(v3d->dirty & (VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER | VC5_DIRTY_VERTTEX | VC5_DIRTY_VTXSTATE | VC5_DIRTY_UNCOMPILED_VS | VC5_DIRTY_FS_INPUTS))) { return; } memset(key, 0, sizeof(*key)); v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_VERTEX]); key->base.shader_state = v3d->prog.bind_vs; key->num_fs_inputs = v3d->prog.fs->prog_data.fs->num_inputs; STATIC_ASSERT(sizeof(key->fs_inputs) == 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 = v3d->rasterizer->base.clamp_vertex_color; key->per_vertex_point_size = (prim_mode == PIPE_PRIM_POINTS && v3d->rasterizer->base.point_size_per_vertex); 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 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) { memset(&key->fs_inputs[shader_state->num_tf_outputs], 0, sizeof(*key->fs_inputs) * (key->num_fs_inputs - shader_state->num_tf_outputs)); } key->num_fs_inputs = shader_state->num_tf_outputs; 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 v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode) { v3d_update_compiled_fs(v3d, prim_mode); v3d_update_compiled_vs(v3d, prim_mode); } static uint32_t fs_cache_hash(const void *key) { return _mesa_hash_data(key, sizeof(struct v3d_fs_key)); } static uint32_t vs_cache_hash(const void *key) { return _mesa_hash_data(key, sizeof(struct v3d_vs_key)); } static bool fs_cache_compare(const void *key1, const void *key2) { return memcmp(key1, key2, sizeof(struct v3d_fs_key)) == 0; } static bool vs_cache_compare(const void *key1, const void *key2) { return memcmp(key1, key2, sizeof(struct v3d_vs_key)) == 0; } static void delete_from_cache_if_matches(struct hash_table *ht, struct v3d_compiled_shader **last_compile, struct hash_entry *entry, struct v3d_uncompiled_shader *so) { const struct v3d_key *key = entry->key; if (key->shader_state == so) { struct v3d_compiled_shader *shader = entry->data; _mesa_hash_table_remove(ht, entry); if (shader == *last_compile) *last_compile = NULL; v3d_free_compiled_shader(shader); } } static void v3d_shader_state_delete(struct pipe_context *pctx, void *hwcso) { struct v3d_context *v3d = v3d_context(pctx); struct v3d_uncompiled_shader *so = hwcso; hash_table_foreach(v3d->fs_cache, entry) { delete_from_cache_if_matches(v3d->fs_cache, &v3d->prog.fs, entry, so); } hash_table_foreach(v3d->vs_cache, entry) { delete_from_cache_if_matches(v3d->vs_cache, &v3d->prog.vs, entry, so); } ralloc_free(so->base.ir.nir); free(so); } static void v3d_fp_state_bind(struct pipe_context *pctx, void *hwcso) { struct v3d_context *v3d = v3d_context(pctx); v3d->prog.bind_fs = hwcso; v3d->dirty |= VC5_DIRTY_UNCOMPILED_FS; } static void v3d_vp_state_bind(struct pipe_context *pctx, void *hwcso) { struct v3d_context *v3d = v3d_context(pctx); v3d->prog.bind_vs = hwcso; v3d->dirty |= VC5_DIRTY_UNCOMPILED_VS; } void v3d_program_init(struct pipe_context *pctx) { struct v3d_context *v3d = v3d_context(pctx); pctx->create_vs_state = v3d_shader_state_create; pctx->delete_vs_state = v3d_shader_state_delete; pctx->create_fs_state = v3d_shader_state_create; pctx->delete_fs_state = v3d_shader_state_delete; pctx->bind_fs_state = v3d_fp_state_bind; pctx->bind_vs_state = v3d_vp_state_bind; v3d->fs_cache = _mesa_hash_table_create(pctx, fs_cache_hash, fs_cache_compare); v3d->vs_cache = _mesa_hash_table_create(pctx, vs_cache_hash, vs_cache_compare); } void v3d_program_fini(struct pipe_context *pctx) { struct v3d_context *v3d = v3d_context(pctx); hash_table_foreach(v3d->fs_cache, entry) { struct v3d_compiled_shader *shader = entry->data; v3d_free_compiled_shader(shader); _mesa_hash_table_remove(v3d->fs_cache, entry); } hash_table_foreach(v3d->vs_cache, entry) { struct v3d_compiled_shader *shader = entry->data; v3d_free_compiled_shader(shader); _mesa_hash_table_remove(v3d->vs_cache, entry); } v3d_bo_unreference(&v3d->prog.spill_bo); }