glsl: drop cache_fallback
This turned out to be a dead end, it is much easier and less error prone to just cache the IR used by the drivers backend e.g. TGSI or NIR. Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org> Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
@@ -1400,13 +1400,6 @@ link_assign_uniform_storage(struct gl_context *ctx,
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sizeof(shader->Program->sh.SamplerTargets));
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}
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/* If this is a fallback compile for a cache miss we already have the
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* correct uniform mappings and we don't want to reinitialise uniforms so
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* just return now.
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*/
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if (prog->data->cache_fallback)
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return;
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#ifndef NDEBUG
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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assert(prog->data->UniformStorage[i].storage != NULL ||
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@@ -1431,11 +1424,9 @@ void
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link_assign_uniform_locations(struct gl_shader_program *prog,
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struct gl_context *ctx)
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{
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if (!prog->data->cache_fallback) {
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ralloc_free(prog->data->UniformStorage);
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prog->data->UniformStorage = NULL;
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prog->data->NumUniformStorage = 0;
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}
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ralloc_free(prog->data->UniformStorage);
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prog->data->UniformStorage = NULL;
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prog->data->NumUniformStorage = 0;
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if (prog->UniformHash != NULL) {
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prog->UniformHash->clear();
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@@ -2264,8 +2264,7 @@ link_intrastage_shaders(void *mem_ctx,
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return NULL;
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}
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if (!prog->data->cache_fallback)
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_mesa_reference_shader_program_data(ctx, &gl_prog->sh.data, prog->data);
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_mesa_reference_shader_program_data(ctx, &gl_prog->sh.data, prog->data);
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/* Don't use _mesa_reference_program() just take ownership */
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linked->Program = gl_prog;
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@@ -2322,35 +2321,33 @@ link_intrastage_shaders(void *mem_ctx,
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v.run(linked->ir);
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v.fixup_unnamed_interface_types();
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if (!prog->data->cache_fallback) {
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/* Link up uniform blocks defined within this stage. */
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link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
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&num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
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/* Link up uniform blocks defined within this stage. */
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link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
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&num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
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if (!prog->data->LinkStatus) {
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_mesa_delete_linked_shader(ctx, linked);
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return NULL;
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}
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/* Copy ubo blocks to linked shader list */
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linked->Program->sh.UniformBlocks =
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ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
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ralloc_steal(linked, ubo_blocks);
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for (unsigned i = 0; i < num_ubo_blocks; i++) {
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linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
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}
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linked->Program->info.num_ubos = num_ubo_blocks;
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/* Copy ssbo blocks to linked shader list */
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linked->Program->sh.ShaderStorageBlocks =
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ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks);
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ralloc_steal(linked, ssbo_blocks);
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for (unsigned i = 0; i < num_ssbo_blocks; i++) {
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linked->Program->sh.ShaderStorageBlocks[i] = &ssbo_blocks[i];
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}
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linked->Program->info.num_ssbos = num_ssbo_blocks;
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if (!prog->data->LinkStatus) {
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_mesa_delete_linked_shader(ctx, linked);
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return NULL;
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}
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/* Copy ubo blocks to linked shader list */
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linked->Program->sh.UniformBlocks =
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ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
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ralloc_steal(linked, ubo_blocks);
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for (unsigned i = 0; i < num_ubo_blocks; i++) {
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linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
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}
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linked->Program->info.num_ubos = num_ubo_blocks;
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/* Copy ssbo blocks to linked shader list */
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linked->Program->sh.ShaderStorageBlocks =
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ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks);
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ralloc_steal(linked, ssbo_blocks);
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for (unsigned i = 0; i < num_ssbo_blocks; i++) {
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linked->Program->sh.ShaderStorageBlocks[i] = &ssbo_blocks[i];
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}
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linked->Program->info.num_ssbos = num_ssbo_blocks;
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/* At this point linked should contain all of the linked IR, so
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* validate it to make sure nothing went wrong.
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*/
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@@ -4639,14 +4636,12 @@ link_and_validate_uniforms(struct gl_context *ctx,
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update_array_sizes(prog);
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link_assign_uniform_locations(prog, ctx);
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if (!prog->data->cache_fallback) {
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link_assign_atomic_counter_resources(ctx, prog);
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link_calculate_subroutine_compat(prog);
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check_resources(ctx, prog);
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check_subroutine_resources(prog);
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check_image_resources(ctx, prog);
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link_check_atomic_counter_resources(ctx, prog);
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}
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link_assign_atomic_counter_resources(ctx, prog);
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link_calculate_subroutine_compat(prog);
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check_resources(ctx, prog);
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check_subroutine_resources(prog);
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check_image_resources(ctx, prog);
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link_check_atomic_counter_resources(ctx, prog);
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}
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static bool
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@@ -4960,10 +4955,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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last = i;
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}
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if (!prog->data->cache_fallback) {
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check_explicit_uniform_locations(ctx, prog);
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link_assign_subroutine_types(prog);
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}
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check_explicit_uniform_locations(ctx, prog);
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link_assign_subroutine_types(prog);
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if (!prog->data->LinkStatus)
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goto done;
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@@ -5028,15 +5021,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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if (prog->SeparateShader)
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disable_varying_optimizations_for_sso(prog);
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if (!prog->data->cache_fallback) {
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/* Process UBOs */
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if (!interstage_cross_validate_uniform_blocks(prog, false))
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goto done;
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/* Process UBOs */
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if (!interstage_cross_validate_uniform_blocks(prog, false))
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goto done;
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/* Process SSBOs */
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if (!interstage_cross_validate_uniform_blocks(prog, true))
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goto done;
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}
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/* Process SSBOs */
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if (!interstage_cross_validate_uniform_blocks(prog, true))
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goto done;
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/* Do common optimization before assigning storage for attributes,
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* uniforms, and varyings. Later optimization could possibly make
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@@ -1299,7 +1299,7 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
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return false;
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struct disk_cache *cache = ctx->Cache;
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if (!cache || prog->data->cache_fallback || prog->data->skip_cache)
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if (!cache || prog->data->skip_cache)
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return false;
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/* Include bindings when creating sha1. These bindings change the resulting
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@@ -2872,12 +2872,11 @@ struct gl_shader_program_data
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unsigned NumUniformDataSlots;
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union gl_constant_value *UniformDataSlots;
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bool cache_fallback;
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/* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
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* All structures (gl_program, uniform storage, etc) will get recreated
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* even though we have already loaded them from cache. Once the i965 cache
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* lands we should switch to using the cache_fallback support.
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* even though we have already loaded them from cache. We should instead
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* switch to storing the GLSL metadata and TGSI IR in a single cache item
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* like the i965 driver does with NIR.
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*/
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bool skip_cache;
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GLboolean Validated;
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@@ -327,7 +327,7 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
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shProg->data->linked_stages = 0;
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if (shProg->data->UniformStorage && !shProg->data->cache_fallback) {
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if (shProg->data->UniformStorage) {
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for (unsigned i = 0; i < shProg->data->NumUniformStorage; ++i)
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_mesa_uniform_detach_all_driver_storage(&shProg->data->
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UniformStorage[i]);
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@@ -336,7 +336,7 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
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shProg->data->UniformStorage = NULL;
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}
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if (shProg->UniformRemapTable && !shProg->data->cache_fallback) {
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if (shProg->UniformRemapTable) {
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ralloc_free(shProg->UniformRemapTable);
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shProg->NumUniformRemapTable = 0;
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shProg->UniformRemapTable = NULL;
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@@ -351,17 +351,15 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
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ralloc_free(shProg->data->InfoLog);
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shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
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if (!shProg->data->cache_fallback) {
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ralloc_free(shProg->data->UniformBlocks);
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shProg->data->UniformBlocks = NULL;
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shProg->data->NumUniformBlocks = 0;
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ralloc_free(shProg->data->UniformBlocks);
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shProg->data->UniformBlocks = NULL;
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shProg->data->NumUniformBlocks = 0;
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ralloc_free(shProg->data->ShaderStorageBlocks);
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shProg->data->ShaderStorageBlocks = NULL;
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shProg->data->NumShaderStorageBlocks = 0;
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}
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ralloc_free(shProg->data->ShaderStorageBlocks);
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shProg->data->ShaderStorageBlocks = NULL;
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shProg->data->NumShaderStorageBlocks = 0;
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if (shProg->data->AtomicBuffers && !shProg->data->cache_fallback) {
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if (shProg->data->AtomicBuffers) {
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ralloc_free(shProg->data->AtomicBuffers);
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shProg->data->AtomicBuffers = NULL;
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shProg->data->NumAtomicBuffers = 0;
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@@ -434,8 +432,7 @@ _mesa_delete_shader_program(struct gl_context *ctx,
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struct gl_shader_program *shProg)
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{
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_mesa_free_shader_program_data(ctx, shProg);
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if (!shProg->data->cache_fallback)
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_mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
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_mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
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ralloc_free(shProg);
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}
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