swr: make sure that all rendering is finished on shader destroy
Rendering could still be ongoing (or have yet to start) when the shader is deleted. There's no refcounting on the shader text, so insert a pipeline stall unconditionally when this happens. [Note, we should instead introduce a way to attach work to fences, so that the freeing can be done in the current fence.] Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Bruce Cherniak <bruce.cherniak@intel.com>
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@ -371,6 +371,10 @@ swr_delete_vs_state(struct pipe_context *pipe, void *vs)
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{
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struct swr_vertex_shader *swr_vs = (swr_vertex_shader *)vs;
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FREE((void *)swr_vs->pipe.tokens);
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struct swr_screen *screen = swr_screen(pipe->screen);
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if (!swr_is_fence_pending(screen->flush_fence))
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swr_fence_submit(swr_context(pipe), screen->flush_fence);
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swr_fence_finish(pipe->screen, NULL, screen->flush_fence, 0);
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delete swr_vs;
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}
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@ -407,6 +411,10 @@ swr_delete_fs_state(struct pipe_context *pipe, void *fs)
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{
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struct swr_fragment_shader *swr_fs = (swr_fragment_shader *)fs;
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FREE((void *)swr_fs->pipe.tokens);
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struct swr_screen *screen = swr_screen(pipe->screen);
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if (!swr_is_fence_pending(screen->flush_fence))
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swr_fence_submit(swr_context(pipe), screen->flush_fence);
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swr_fence_finish(pipe->screen, NULL, screen->flush_fence, 0);
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delete swr_fs;
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}
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