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1 /*
2  * Copyright © 2014-2017 Broadcom
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include <inttypes.h>
25 #include "util/u_format.h"
26 #include "util/u_math.h"
27 #include "util/u_memory.h"
28 #include "util/ralloc.h"
29 #include "util/hash_table.h"
30 #include "tgsi/tgsi_dump.h"
31 #include "tgsi/tgsi_parse.h"
32 #include "compiler/nir/nir.h"
33 #include "compiler/nir/nir_builder.h"
34 #include "nir/tgsi_to_nir.h"
35 #include "compiler/v3d_compiler.h"
36 #include "vc5_context.h"
37 #include "broadcom/cle/v3d_packet_v33_pack.h"
38 
39 static gl_varying_slot
vc5_get_slot_for_driver_location(nir_shader * s,uint32_t driver_location)40 vc5_get_slot_for_driver_location(nir_shader *s, uint32_t driver_location)
41 {
42         nir_foreach_variable(var, &s->outputs) {
43                 if (var->data.driver_location == driver_location) {
44                         return var->data.location;
45                 }
46         }
47 
48         return -1;
49 }
50 
51 static void
vc5_set_transform_feedback_outputs(struct vc5_uncompiled_shader * so,const struct pipe_stream_output_info * stream_output)52 vc5_set_transform_feedback_outputs(struct vc5_uncompiled_shader *so,
53                                    const struct pipe_stream_output_info *stream_output)
54 {
55         if (!stream_output->num_outputs)
56                 return;
57 
58         struct v3d_varying_slot slots[PIPE_MAX_SO_OUTPUTS * 4];
59         int slot_count = 0;
60 
61         for (int buffer = 0; buffer < PIPE_MAX_SO_BUFFERS; buffer++) {
62                 uint32_t buffer_offset = 0;
63                 uint32_t vpm_start = slot_count;
64 
65                 for (int i = 0; i < stream_output->num_outputs; i++) {
66                         const struct pipe_stream_output *output =
67                                 &stream_output->output[i];
68 
69                         if (output->output_buffer != buffer)
70                                 continue;
71 
72                         /* We assume that the SO outputs appear in increasing
73                          * order in the buffer.
74                          */
75                         assert(output->dst_offset >= buffer_offset);
76 
77                         /* Pad any undefined slots in the output */
78                         for (int j = buffer_offset; j < output->dst_offset; j++) {
79                                 slots[slot_count] =
80                                         v3d_slot_from_slot_and_component(VARYING_SLOT_POS, 0);
81                                 slot_count++;
82                                 buffer_offset++;
83                         }
84 
85                         /* Set the coordinate shader up to output the
86                          * components of this varying.
87                          */
88                         for (int j = 0; j < output->num_components; j++) {
89                                 gl_varying_slot slot =
90                                         vc5_get_slot_for_driver_location(so->base.ir.nir, output->register_index);
91 
92                                 slots[slot_count] =
93                                         v3d_slot_from_slot_and_component(slot,
94                                                                          output->start_component + j);
95                                 slot_count++;
96                                 buffer_offset++;
97                         }
98                 }
99 
100                 uint32_t vpm_size = slot_count - vpm_start;
101                 if (!vpm_size)
102                         continue;
103 
104                 struct V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC unpacked = {
105                         /* We need the offset from the coordinate shader's VPM
106                          * output block, which has the [X, Y, Z, W, Xs, Ys]
107                          * values at the start.  Note that this will need some
108                          * shifting when PSIZ is also present.
109                          */
110                         .first_shaded_vertex_value_to_output = vpm_start + 6,
111                         .number_of_consecutive_vertex_values_to_output_as_32_bit_values_minus_1 = vpm_size - 1,
112                         .output_buffer_to_write_to = buffer,
113                 };
114                 V3D33_TRANSFORM_FEEDBACK_OUTPUT_DATA_SPEC_pack(NULL,
115                                                                (void *)&so->tf_specs[so->num_tf_specs++],
116                                                                &unpacked);
117         }
118 
119         so->num_tf_outputs = slot_count;
120         so->tf_outputs = ralloc_array(so->base.ir.nir, struct v3d_varying_slot,
121                                       slot_count);
122         memcpy(so->tf_outputs, slots, sizeof(*slots) * slot_count);
123 }
124 
125 static int
type_size(const struct glsl_type * type)126 type_size(const struct glsl_type *type)
127 {
128         return glsl_count_attribute_slots(type, false);
129 }
130 
131 static void *
vc5_shader_state_create(struct pipe_context * pctx,const struct pipe_shader_state * cso)132 vc5_shader_state_create(struct pipe_context *pctx,
133                         const struct pipe_shader_state *cso)
134 {
135         struct vc5_context *vc5 = vc5_context(pctx);
136         struct vc5_uncompiled_shader *so = CALLOC_STRUCT(vc5_uncompiled_shader);
137         if (!so)
138                 return NULL;
139 
140         so->program_id = vc5->next_uncompiled_program_id++;
141 
142         nir_shader *s;
143 
144         if (cso->type == PIPE_SHADER_IR_NIR) {
145                 /* The backend takes ownership of the NIR shader on state
146                  * creation.
147                  */
148                 s = cso->ir.nir;
149 
150                 NIR_PASS_V(s, nir_lower_io, nir_var_all, type_size,
151                            (nir_lower_io_options)0);
152         } else {
153                 assert(cso->type == PIPE_SHADER_IR_TGSI);
154 
155                 if (V3D_DEBUG & V3D_DEBUG_TGSI) {
156                         fprintf(stderr, "prog %d TGSI:\n",
157                                 so->program_id);
158                         tgsi_dump(cso->tokens, 0);
159                         fprintf(stderr, "\n");
160                 }
161                 s = tgsi_to_nir(cso->tokens, &v3d_nir_options);
162         }
163 
164         NIR_PASS_V(s, nir_opt_global_to_local);
165         NIR_PASS_V(s, nir_lower_regs_to_ssa);
166         NIR_PASS_V(s, nir_normalize_cubemap_coords);
167 
168         NIR_PASS_V(s, nir_lower_load_const_to_scalar);
169 
170         v3d_optimize_nir(s);
171 
172         NIR_PASS_V(s, nir_remove_dead_variables, nir_var_local);
173 
174         /* Garbage collect dead instructions */
175         nir_sweep(s);
176 
177         so->base.type = PIPE_SHADER_IR_NIR;
178         so->base.ir.nir = s;
179 
180         vc5_set_transform_feedback_outputs(so, &cso->stream_output);
181 
182         if (V3D_DEBUG & (V3D_DEBUG_NIR |
183                          v3d_debug_flag_for_shader_stage(s->info.stage))) {
184                 fprintf(stderr, "%s prog %d NIR:\n",
185                         gl_shader_stage_name(s->info.stage),
186                         so->program_id);
187                 nir_print_shader(s, stderr);
188                 fprintf(stderr, "\n");
189         }
190 
191         return so;
192 }
193 
194 static struct vc5_compiled_shader *
vc5_get_compiled_shader(struct vc5_context * vc5,struct v3d_key * key)195 vc5_get_compiled_shader(struct vc5_context *vc5, struct v3d_key *key)
196 {
197         struct vc5_uncompiled_shader *shader_state = key->shader_state;
198         nir_shader *s = shader_state->base.ir.nir;
199 
200         struct hash_table *ht;
201         uint32_t key_size;
202         if (s->info.stage == MESA_SHADER_FRAGMENT) {
203                 ht = vc5->fs_cache;
204                 key_size = sizeof(struct v3d_fs_key);
205         } else {
206                 ht = vc5->vs_cache;
207                 key_size = sizeof(struct v3d_vs_key);
208         }
209 
210         struct hash_entry *entry = _mesa_hash_table_search(ht, key);
211         if (entry)
212                 return entry->data;
213 
214         struct vc5_compiled_shader *shader =
215                 rzalloc(NULL, struct vc5_compiled_shader);
216 
217         int program_id = shader_state->program_id;
218         int variant_id =
219                 p_atomic_inc_return(&shader_state->compiled_variant_count);
220         uint64_t *qpu_insts;
221         uint32_t shader_size;
222 
223         switch (s->info.stage) {
224         case MESA_SHADER_VERTEX:
225                 shader->prog_data.vs = rzalloc(shader, struct v3d_vs_prog_data);
226 
227                 qpu_insts = v3d_compile_vs(vc5->screen->compiler,
228                                            (struct v3d_vs_key *)key,
229                                            shader->prog_data.vs, s,
230                                            program_id, variant_id,
231                                            &shader_size);
232                 break;
233         case MESA_SHADER_FRAGMENT:
234                 shader->prog_data.fs = rzalloc(shader, struct v3d_fs_prog_data);
235 
236                 qpu_insts = v3d_compile_fs(vc5->screen->compiler,
237                                            (struct v3d_fs_key *)key,
238                                            shader->prog_data.fs, s,
239                                            program_id, variant_id,
240                                            &shader_size);
241                 break;
242         default:
243                 unreachable("bad stage");
244         }
245 
246         vc5_set_shader_uniform_dirty_flags(shader);
247 
248         shader->bo = vc5_bo_alloc(vc5->screen, shader_size, "shader");
249         vc5_bo_map(shader->bo);
250         memcpy(shader->bo->map, qpu_insts, shader_size);
251 
252         free(qpu_insts);
253 
254         struct vc5_key *dup_key;
255         dup_key = ralloc_size(shader, key_size);
256         memcpy(dup_key, key, key_size);
257         _mesa_hash_table_insert(ht, dup_key, shader);
258 
259         return shader;
260 }
261 
262 static void
vc5_setup_shared_key(struct vc5_context * vc5,struct v3d_key * key,struct vc5_texture_stateobj * texstate)263 vc5_setup_shared_key(struct vc5_context *vc5, struct v3d_key *key,
264                      struct vc5_texture_stateobj *texstate)
265 {
266         const struct v3d_device_info *devinfo = &vc5->screen->devinfo;
267 
268         for (int i = 0; i < texstate->num_textures; i++) {
269                 struct pipe_sampler_view *sampler = texstate->textures[i];
270                 struct vc5_sampler_view *vc5_sampler = vc5_sampler_view(sampler);
271                 struct pipe_sampler_state *sampler_state =
272                         texstate->samplers[i];
273 
274                 if (!sampler)
275                         continue;
276 
277                 key->tex[i].return_size =
278                         vc5_get_tex_return_size(devinfo,
279                                                 sampler->format,
280                                                 sampler_state->compare_mode);
281 
282                 /* For 16-bit, we set up the sampler to always return 2
283                  * channels (meaning no recompiles for most statechanges),
284                  * while for 32 we actually scale the returns with channels.
285                  */
286                 if (key->tex[i].return_size == 16) {
287                         key->tex[i].return_channels = 2;
288                 } else if (devinfo->ver > 40) {
289                         key->tex[i].return_channels = 4;
290                 } else {
291                         key->tex[i].return_channels =
292                                 vc5_get_tex_return_channels(devinfo,
293                                                             sampler->format);
294                 }
295 
296                 if (key->tex[i].return_size == 32 && devinfo->ver < 40) {
297                         memcpy(key->tex[i].swizzle,
298                                vc5_sampler->swizzle,
299                                sizeof(vc5_sampler->swizzle));
300                 } else {
301                         /* For 16-bit returns, we let the sampler state handle
302                          * the swizzle.
303                          */
304                         key->tex[i].swizzle[0] = PIPE_SWIZZLE_X;
305                         key->tex[i].swizzle[1] = PIPE_SWIZZLE_Y;
306                         key->tex[i].swizzle[2] = PIPE_SWIZZLE_Z;
307                         key->tex[i].swizzle[3] = PIPE_SWIZZLE_W;
308                 }
309 
310                 if (sampler->texture->nr_samples > 1) {
311                         key->tex[i].msaa_width = sampler->texture->width0;
312                         key->tex[i].msaa_height = sampler->texture->height0;
313                 } else if (sampler){
314                         key->tex[i].compare_mode = sampler_state->compare_mode;
315                         key->tex[i].compare_func = sampler_state->compare_func;
316                         key->tex[i].clamp_s =
317                                 sampler_state->wrap_s == PIPE_TEX_WRAP_CLAMP;
318                         key->tex[i].clamp_t =
319                                 sampler_state->wrap_t == PIPE_TEX_WRAP_CLAMP;
320                         key->tex[i].clamp_r =
321                                 sampler_state->wrap_r == PIPE_TEX_WRAP_CLAMP;
322                 }
323         }
324 
325         key->ucp_enables = vc5->rasterizer->base.clip_plane_enable;
326 }
327 
328 static void
vc5_update_compiled_fs(struct vc5_context * vc5,uint8_t prim_mode)329 vc5_update_compiled_fs(struct vc5_context *vc5, uint8_t prim_mode)
330 {
331         struct vc5_job *job = vc5->job;
332         struct v3d_fs_key local_key;
333         struct v3d_fs_key *key = &local_key;
334 
335         if (!(vc5->dirty & (VC5_DIRTY_PRIM_MODE |
336                             VC5_DIRTY_BLEND |
337                             VC5_DIRTY_FRAMEBUFFER |
338                             VC5_DIRTY_ZSA |
339                             VC5_DIRTY_RASTERIZER |
340                             VC5_DIRTY_SAMPLE_MASK |
341                             VC5_DIRTY_FRAGTEX |
342                             VC5_DIRTY_UNCOMPILED_FS))) {
343                 return;
344         }
345 
346         memset(key, 0, sizeof(*key));
347         vc5_setup_shared_key(vc5, &key->base, &vc5->fragtex);
348         key->base.shader_state = vc5->prog.bind_fs;
349         key->is_points = (prim_mode == PIPE_PRIM_POINTS);
350         key->is_lines = (prim_mode >= PIPE_PRIM_LINES &&
351                          prim_mode <= PIPE_PRIM_LINE_STRIP);
352         key->clamp_color = vc5->rasterizer->base.clamp_fragment_color;
353         if (vc5->blend->logicop_enable) {
354                 key->logicop_func = vc5->blend->logicop_func;
355         } else {
356                 key->logicop_func = PIPE_LOGICOP_COPY;
357         }
358         if (job->msaa) {
359                 key->msaa = vc5->rasterizer->base.multisample;
360                 key->sample_coverage = (vc5->rasterizer->base.multisample &&
361                                         vc5->sample_mask != (1 << VC5_MAX_SAMPLES) - 1);
362                 key->sample_alpha_to_coverage = vc5->blend->alpha_to_coverage;
363                 key->sample_alpha_to_one = vc5->blend->alpha_to_one;
364         }
365 
366         key->depth_enabled = (vc5->zsa->base.depth.enabled ||
367                               vc5->zsa->base.stencil[0].enabled);
368         if (vc5->zsa->base.alpha.enabled) {
369                 key->alpha_test = true;
370                 key->alpha_test_func = vc5->zsa->base.alpha.func;
371         }
372 
373         /* gl_FragColor's propagation to however many bound color buffers
374          * there are means that the buffer count needs to be in the key.
375          */
376         key->nr_cbufs = vc5->framebuffer.nr_cbufs;
377         key->swap_color_rb = vc5->swap_color_rb;
378 
379         for (int i = 0; i < key->nr_cbufs; i++) {
380                 struct pipe_surface *cbuf = vc5->framebuffer.cbufs[i];
381                 const struct util_format_description *desc =
382                         util_format_description(cbuf->format);
383 
384                 if (desc->channel[0].type == UTIL_FORMAT_TYPE_FLOAT &&
385                     desc->channel[0].size == 32) {
386                         key->f32_color_rb |= 1 << i;
387                 }
388         }
389 
390         if (key->is_points) {
391                 key->point_sprite_mask =
392                         vc5->rasterizer->base.sprite_coord_enable;
393                 key->point_coord_upper_left =
394                         (vc5->rasterizer->base.sprite_coord_mode ==
395                          PIPE_SPRITE_COORD_UPPER_LEFT);
396         }
397 
398         key->light_twoside = vc5->rasterizer->base.light_twoside;
399         key->shade_model_flat = vc5->rasterizer->base.flatshade;
400 
401         struct vc5_compiled_shader *old_fs = vc5->prog.fs;
402         vc5->prog.fs = vc5_get_compiled_shader(vc5, &key->base);
403         if (vc5->prog.fs == old_fs)
404                 return;
405 
406         vc5->dirty |= VC5_DIRTY_COMPILED_FS;
407 
408         if (old_fs &&
409             vc5->prog.fs->prog_data.fs->flat_shade_flags !=
410             old_fs->prog_data.fs->flat_shade_flags) {
411                 vc5->dirty |= VC5_DIRTY_FLAT_SHADE_FLAGS;
412         }
413 
414         if (old_fs && memcmp(vc5->prog.fs->prog_data.fs->input_slots,
415                              old_fs->prog_data.fs->input_slots,
416                              sizeof(vc5->prog.fs->prog_data.fs->input_slots))) {
417                 vc5->dirty |= VC5_DIRTY_FS_INPUTS;
418         }
419 }
420 
421 static void
vc5_update_compiled_vs(struct vc5_context * vc5,uint8_t prim_mode)422 vc5_update_compiled_vs(struct vc5_context *vc5, uint8_t prim_mode)
423 {
424         struct v3d_vs_key local_key;
425         struct v3d_vs_key *key = &local_key;
426 
427         if (!(vc5->dirty & (VC5_DIRTY_PRIM_MODE |
428                             VC5_DIRTY_RASTERIZER |
429                             VC5_DIRTY_VERTTEX |
430                             VC5_DIRTY_VTXSTATE |
431                             VC5_DIRTY_UNCOMPILED_VS |
432                             VC5_DIRTY_FS_INPUTS))) {
433                 return;
434         }
435 
436         memset(key, 0, sizeof(*key));
437         vc5_setup_shared_key(vc5, &key->base, &vc5->verttex);
438         key->base.shader_state = vc5->prog.bind_vs;
439         key->num_fs_inputs = vc5->prog.fs->prog_data.fs->base.num_inputs;
440         STATIC_ASSERT(sizeof(key->fs_inputs) ==
441                       sizeof(vc5->prog.fs->prog_data.fs->input_slots));
442         memcpy(key->fs_inputs, vc5->prog.fs->prog_data.fs->input_slots,
443                sizeof(key->fs_inputs));
444         key->clamp_color = vc5->rasterizer->base.clamp_vertex_color;
445 
446         key->per_vertex_point_size =
447                 (prim_mode == PIPE_PRIM_POINTS &&
448                  vc5->rasterizer->base.point_size_per_vertex);
449 
450         struct vc5_compiled_shader *vs =
451                 vc5_get_compiled_shader(vc5, &key->base);
452         if (vs != vc5->prog.vs) {
453                 vc5->prog.vs = vs;
454                 vc5->dirty |= VC5_DIRTY_COMPILED_VS;
455         }
456 
457         key->is_coord = true;
458         /* Coord shaders only output varyings used by transform feedback. */
459         struct vc5_uncompiled_shader *shader_state = key->base.shader_state;
460         memcpy(key->fs_inputs, shader_state->tf_outputs,
461                sizeof(*key->fs_inputs) * shader_state->num_tf_outputs);
462         if (shader_state->num_tf_outputs < key->num_fs_inputs) {
463                 memset(&key->fs_inputs[shader_state->num_tf_outputs],
464                        0,
465                        sizeof(*key->fs_inputs) * (key->num_fs_inputs -
466                                                   shader_state->num_tf_outputs));
467         }
468         key->num_fs_inputs = shader_state->num_tf_outputs;
469 
470         struct vc5_compiled_shader *cs =
471                 vc5_get_compiled_shader(vc5, &key->base);
472         if (cs != vc5->prog.cs) {
473                 vc5->prog.cs = cs;
474                 vc5->dirty |= VC5_DIRTY_COMPILED_CS;
475         }
476 }
477 
478 void
vc5_update_compiled_shaders(struct vc5_context * vc5,uint8_t prim_mode)479 vc5_update_compiled_shaders(struct vc5_context *vc5, uint8_t prim_mode)
480 {
481         vc5_update_compiled_fs(vc5, prim_mode);
482         vc5_update_compiled_vs(vc5, prim_mode);
483 }
484 
485 static uint32_t
fs_cache_hash(const void * key)486 fs_cache_hash(const void *key)
487 {
488         return _mesa_hash_data(key, sizeof(struct v3d_fs_key));
489 }
490 
491 static uint32_t
vs_cache_hash(const void * key)492 vs_cache_hash(const void *key)
493 {
494         return _mesa_hash_data(key, sizeof(struct v3d_vs_key));
495 }
496 
497 static bool
fs_cache_compare(const void * key1,const void * key2)498 fs_cache_compare(const void *key1, const void *key2)
499 {
500         return memcmp(key1, key2, sizeof(struct v3d_fs_key)) == 0;
501 }
502 
503 static bool
vs_cache_compare(const void * key1,const void * key2)504 vs_cache_compare(const void *key1, const void *key2)
505 {
506         return memcmp(key1, key2, sizeof(struct v3d_vs_key)) == 0;
507 }
508 
509 static void
delete_from_cache_if_matches(struct hash_table * ht,struct vc5_compiled_shader ** last_compile,struct hash_entry * entry,struct vc5_uncompiled_shader * so)510 delete_from_cache_if_matches(struct hash_table *ht,
511                              struct vc5_compiled_shader **last_compile,
512                              struct hash_entry *entry,
513                              struct vc5_uncompiled_shader *so)
514 {
515         const struct v3d_key *key = entry->key;
516 
517         if (key->shader_state == so) {
518                 struct vc5_compiled_shader *shader = entry->data;
519                 _mesa_hash_table_remove(ht, entry);
520                 vc5_bo_unreference(&shader->bo);
521 
522                 if (shader == *last_compile)
523                         *last_compile = NULL;
524 
525                 ralloc_free(shader);
526         }
527 }
528 
529 static void
vc5_shader_state_delete(struct pipe_context * pctx,void * hwcso)530 vc5_shader_state_delete(struct pipe_context *pctx, void *hwcso)
531 {
532         struct vc5_context *vc5 = vc5_context(pctx);
533         struct vc5_uncompiled_shader *so = hwcso;
534 
535         struct hash_entry *entry;
536         hash_table_foreach(vc5->fs_cache, entry) {
537                 delete_from_cache_if_matches(vc5->fs_cache, &vc5->prog.fs,
538                                              entry, so);
539         }
540         hash_table_foreach(vc5->vs_cache, entry) {
541                 delete_from_cache_if_matches(vc5->vs_cache, &vc5->prog.vs,
542                                              entry, so);
543         }
544 
545         ralloc_free(so->base.ir.nir);
546         free(so);
547 }
548 
549 static void
vc5_fp_state_bind(struct pipe_context * pctx,void * hwcso)550 vc5_fp_state_bind(struct pipe_context *pctx, void *hwcso)
551 {
552         struct vc5_context *vc5 = vc5_context(pctx);
553         vc5->prog.bind_fs = hwcso;
554         vc5->dirty |= VC5_DIRTY_UNCOMPILED_FS;
555 }
556 
557 static void
vc5_vp_state_bind(struct pipe_context * pctx,void * hwcso)558 vc5_vp_state_bind(struct pipe_context *pctx, void *hwcso)
559 {
560         struct vc5_context *vc5 = vc5_context(pctx);
561         vc5->prog.bind_vs = hwcso;
562         vc5->dirty |= VC5_DIRTY_UNCOMPILED_VS;
563 }
564 
565 void
vc5_program_init(struct pipe_context * pctx)566 vc5_program_init(struct pipe_context *pctx)
567 {
568         struct vc5_context *vc5 = vc5_context(pctx);
569 
570         pctx->create_vs_state = vc5_shader_state_create;
571         pctx->delete_vs_state = vc5_shader_state_delete;
572 
573         pctx->create_fs_state = vc5_shader_state_create;
574         pctx->delete_fs_state = vc5_shader_state_delete;
575 
576         pctx->bind_fs_state = vc5_fp_state_bind;
577         pctx->bind_vs_state = vc5_vp_state_bind;
578 
579         vc5->fs_cache = _mesa_hash_table_create(pctx, fs_cache_hash,
580                                                 fs_cache_compare);
581         vc5->vs_cache = _mesa_hash_table_create(pctx, vs_cache_hash,
582                                                 vs_cache_compare);
583 }
584 
585 void
vc5_program_fini(struct pipe_context * pctx)586 vc5_program_fini(struct pipe_context *pctx)
587 {
588         struct vc5_context *vc5 = vc5_context(pctx);
589 
590         struct hash_entry *entry;
591         hash_table_foreach(vc5->fs_cache, entry) {
592                 struct vc5_compiled_shader *shader = entry->data;
593                 vc5_bo_unreference(&shader->bo);
594                 ralloc_free(shader);
595                 _mesa_hash_table_remove(vc5->fs_cache, entry);
596         }
597 
598         hash_table_foreach(vc5->vs_cache, entry) {
599                 struct vc5_compiled_shader *shader = entry->data;
600                 vc5_bo_unreference(&shader->bo);
601                 ralloc_free(shader);
602                 _mesa_hash_table_remove(vc5->vs_cache, entry);
603         }
604 }
605