vc4: Avoid VS shader recompiles by keeping a set of FS inputs seen so far.
We don't want to bake the whole array into the FS key, because of the hashing overhead. But we can keep a set of the arrays seen, and use a pointer to the copy in as the array's proxy. Between this and the previous patch, gl-1.0-blend-func now passes on hardware, where previously it was filling the 256MB CMA area with shaders and OOMing. Drops 712 shaders from shader-db.
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@ -69,6 +69,7 @@
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#define VC4_DIRTY_COMPILED_CS (1 << 23)
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#define VC4_DIRTY_COMPILED_VS (1 << 24)
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#define VC4_DIRTY_COMPILED_FS (1 << 25)
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#define VC4_DIRTY_FS_INPUTS (1 << 26)
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struct vc4_sampler_view {
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struct pipe_sampler_view base;
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@ -123,6 +124,17 @@ struct vc4_ubo_range {
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uint32_t size;
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};
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struct vc4_fs_inputs {
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/**
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* Array of the meanings of the VPM inputs this shader needs.
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*
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* It doesn't include those that aren't part of the VPM, like
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* point/line coordinates.
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*/
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struct vc4_varying_slot *input_slots;
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uint32_t num_inputs;
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};
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struct vc4_compiled_shader {
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uint64_t program_id;
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struct vc4_bo *bo;
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@ -152,13 +164,7 @@ struct vc4_compiled_shader {
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uint8_t vattr_offsets[9];
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uint8_t vattrs_live;
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/**
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* Array of the meanings of the VPM inputs this shader needs.
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*
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* It doesn't include those that aren't part of the VPM, like
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* point/line coordinates.
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*/
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struct vc4_varying_slot *input_slots;
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const struct vc4_fs_inputs *fs_inputs;
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};
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struct vc4_program_stateobj {
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@ -270,6 +276,7 @@ struct vc4_context {
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struct primconvert_context *primconvert;
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struct hash_table *fs_cache, *vs_cache;
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struct set *fs_inputs_set;
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uint32_t next_uncompiled_program_id;
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uint64_t next_compiled_program_id;
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@ -2100,8 +2100,8 @@ vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage,
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break;
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case QSTAGE_VERT:
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emit_vert_end(c,
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vc4->prog.fs->input_slots,
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vc4->prog.fs->num_inputs);
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c->vs_key->fs_inputs->input_slots,
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c->vs_key->fs_inputs->num_inputs);
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break;
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case QSTAGE_COORD:
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emit_coord_end(c);
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@ -2207,6 +2207,13 @@ static void
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vc4_setup_compiled_fs_inputs(struct vc4_context *vc4, struct vc4_compile *c,
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struct vc4_compiled_shader *shader)
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{
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struct vc4_fs_inputs inputs;
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memset(&inputs, 0, sizeof(inputs));
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inputs.input_slots = ralloc_array(shader,
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struct vc4_varying_slot,
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c->num_input_slots);
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bool input_live[c->num_input_slots];
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memset(input_live, 0, sizeof(input_live));
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@ -2217,10 +2224,6 @@ vc4_setup_compiled_fs_inputs(struct vc4_context *vc4, struct vc4_compile *c,
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}
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}
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shader->input_slots = ralloc_array(shader,
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struct vc4_varying_slot,
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c->num_input_slots);
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for (int i = 0; i < c->num_input_slots; i++) {
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struct vc4_varying_slot *slot = &c->input_slots[i];
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@ -2235,11 +2238,33 @@ vc4_setup_compiled_fs_inputs(struct vc4_context *vc4, struct vc4_compile *c,
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slot->slot == VARYING_SLOT_COL1 ||
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slot->slot == VARYING_SLOT_BFC0 ||
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slot->slot == VARYING_SLOT_BFC1) {
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shader->color_inputs |= (1 << shader->num_inputs);
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shader->color_inputs |= (1 << inputs.num_inputs);
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}
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shader->input_slots[shader->num_inputs] = *slot;
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shader->num_inputs++;
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inputs.input_slots[inputs.num_inputs] = *slot;
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inputs.num_inputs++;
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}
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shader->num_inputs = inputs.num_inputs;
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/* Add our set of inputs to the set of all inputs seen. This way, we
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* can have a single pointer that identifies an FS inputs set,
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* allowing VS to avoid recompiling when the FS is recompiled (or a
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* new one is bound using separate shader objects) but the inputs
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* don't change.
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*/
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struct set_entry *entry = _mesa_set_search(vc4->fs_inputs_set, &inputs);
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if (entry) {
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shader->fs_inputs = entry->key;
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ralloc_free(inputs.input_slots);
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} else {
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struct vc4_fs_inputs *alloc_inputs;
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alloc_inputs = rzalloc(vc4->fs_inputs_set, struct vc4_fs_inputs);
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memcpy(alloc_inputs, &inputs, sizeof(inputs));
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ralloc_steal(alloc_inputs, inputs.input_slots);
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_mesa_set_add(vc4->fs_inputs_set, alloc_inputs);
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shader->fs_inputs = alloc_inputs;
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}
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}
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@ -2434,10 +2459,14 @@ vc4_update_compiled_fs(struct vc4_context *vc4, uint8_t prim_mode)
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return;
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vc4->dirty |= VC4_DIRTY_COMPILED_FS;
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if (vc4->rasterizer->base.flatshade &&
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old_fs && vc4->prog.fs->color_inputs != old_fs->color_inputs) {
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vc4->dirty |= VC4_DIRTY_FLAT_SHADE_FLAGS;
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}
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if (old_fs && vc4->prog.fs->fs_inputs != old_fs->fs_inputs)
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vc4->dirty |= VC4_DIRTY_FS_INPUTS;
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}
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static void
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@ -2451,14 +2480,14 @@ vc4_update_compiled_vs(struct vc4_context *vc4, uint8_t prim_mode)
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VC4_DIRTY_VERTTEX |
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VC4_DIRTY_VTXSTATE |
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VC4_DIRTY_UNCOMPILED_VS |
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VC4_DIRTY_COMPILED_FS))) {
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VC4_DIRTY_FS_INPUTS))) {
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return;
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}
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memset(key, 0, sizeof(*key));
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vc4_setup_shared_key(vc4, &key->base, &vc4->verttex);
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key->base.shader_state = vc4->prog.bind_vs;
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key->compiled_fs_id = vc4->prog.fs->program_id;
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key->fs_inputs = vc4->prog.fs->fs_inputs;
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key->clamp_color = vc4->rasterizer->base.clamp_vertex_color;
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for (int i = 0; i < ARRAY_SIZE(key->attr_formats); i++)
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@ -2477,7 +2506,7 @@ vc4_update_compiled_vs(struct vc4_context *vc4, uint8_t prim_mode)
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key->is_coord = true;
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/* Coord shaders don't care what the FS inputs are. */
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key->compiled_fs_id = 0;
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key->fs_inputs = NULL;
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struct vc4_compiled_shader *cs =
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vc4_get_compiled_shader(vc4, QSTAGE_COORD, &key->base);
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if (cs != vc4->prog.cs) {
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@ -2517,6 +2546,29 @@ vs_cache_compare(const void *key1, const void *key2)
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return memcmp(key1, key2, sizeof(struct vc4_vs_key)) == 0;
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}
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static uint32_t
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fs_inputs_hash(const void *key)
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{
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const struct vc4_fs_inputs *inputs = key;
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return _mesa_hash_data(inputs->input_slots,
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sizeof(*inputs->input_slots) *
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inputs->num_inputs);
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}
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static bool
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fs_inputs_compare(const void *key1, const void *key2)
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{
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const struct vc4_fs_inputs *inputs1 = key1;
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const struct vc4_fs_inputs *inputs2 = key2;
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return (inputs1->num_inputs == inputs2->num_inputs &&
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memcmp(inputs1->input_slots,
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inputs2->input_slots,
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sizeof(*inputs1->input_slots) *
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inputs1->num_inputs) == 0);
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}
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static void
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delete_from_cache_if_matches(struct hash_table *ht,
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struct hash_entry *entry,
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@ -2582,6 +2634,8 @@ vc4_program_init(struct pipe_context *pctx)
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fs_cache_compare);
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vc4->vs_cache = _mesa_hash_table_create(pctx, vs_cache_hash,
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vs_cache_compare);
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vc4->fs_inputs_set = _mesa_set_create(pctx, fs_inputs_hash,
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fs_inputs_compare);
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}
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void
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@ -352,12 +352,7 @@ struct vc4_fs_key {
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struct vc4_vs_key {
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struct vc4_key base;
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/**
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* This is a proxy for the array of FS input semantics, which is
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* larger than we would want to put in the key.
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*/
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uint64_t compiled_fs_id;
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const struct vc4_fs_inputs *fs_inputs;
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enum pipe_format attr_formats[8];
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bool is_coord;
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bool per_vertex_point_size;
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