v3d: Reinstate the new shader-db output after v3d_compile() refactor.
I misplaced it in the rebase conflicts.
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@ -961,7 +961,24 @@ uint64_t *v3d_compile(const struct v3d_compiler *compiler,
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v3d_set_prog_data(c, prog_data);
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*out_prog_data = prog_data;
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return v3d_return_qpu_insts(c, final_assembly_size);
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char *shaderdb;
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int ret = asprintf(&shaderdb,
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"%s shader: %d inst, %d threads, %d loops, "
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"%d uniforms, %d:%d spills:fills",
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vir_get_stage_name(c),
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c->qpu_inst_count,
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c->threads,
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c->loops,
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c->num_uniforms,
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c->spills,
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c->fills);
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if (ret >= 0) {
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c->debug_output(shaderdb, c->debug_output_data);
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free(shaderdb);
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}
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return v3d_return_qpu_insts(c, final_assembly_size);
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}
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void
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