vc4: Fix a memory leak in the simulator case.
We validate per draw call, and need to free the shader per draw call, too.
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@ -106,10 +106,15 @@ vc4_simulator_unpin_bos(struct vc4_exec_info *exec)
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{
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for (int i = 0; i < exec->bo_count; i++) {
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struct drm_gem_cma_object *obj = exec->bo[i];
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struct vc4_bo *bo = to_vc4_bo(&obj->base)->bo;
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struct drm_vc4_bo *drm_bo = to_vc4_bo(&obj->base);
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struct vc4_bo *bo = drm_bo->bo;
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memcpy(bo->map, obj->vaddr, bo->size);
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if (drm_bo->validated_shader) {
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free(drm_bo->validated_shader->texture_samples);
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free(drm_bo->validated_shader);
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}
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free(obj);
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}
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