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authorMarek Olšák <[email protected]>2015-12-27 23:35:08 +0100
committerMarek Olšák <[email protected]>2016-01-07 18:26:06 +0100
commitf20a76a4fd7eb176f2f3c09b7596a05be1961b75 (patch)
treec21647ebd8aee4542ccdcc439b9e0822a02e1123
parent63345cfc3a8a0f2d9bb16deef2a24cebe9045642 (diff)
radeonsi: always keep shader code, rodata, and relocs in memory
We won't compile shaders in draw calls, but we will concatenate shader binaries according to states in draw calls, so keep the binaries. Reviewed-by: Nicolai Hähnle <[email protected]>
-rw-r--r--src/gallium/drivers/radeonsi/si_shader.c10
1 files changed, 3 insertions, 7 deletions
diff --git a/src/gallium/drivers/radeonsi/si_shader.c b/src/gallium/drivers/radeonsi/si_shader.c
index 9f6f3e1f4a6..bcc9f658a7b 100644
--- a/src/gallium/drivers/radeonsi/si_shader.c
+++ b/src/gallium/drivers/radeonsi/si_shader.c
@@ -3907,14 +3907,9 @@ int si_compile_llvm(struct si_screen *sscreen, struct si_shader *shader,
return r;
FREE(shader->binary.config);
- FREE(shader->binary.rodata);
FREE(shader->binary.global_symbol_offsets);
- if (shader->config.scratch_bytes_per_wave == 0) {
- FREE(shader->binary.code);
- FREE(shader->binary.relocs);
- memset(&shader->binary, 0,
- offsetof(struct radeon_shader_binary, disasm_string));
- }
+ shader->binary.config = NULL;
+ shader->binary.global_symbol_offsets = NULL;
return r;
}
@@ -4227,6 +4222,7 @@ void si_shader_destroy(struct si_shader *shader)
r600_resource_reference(&shader->bo, NULL);
FREE(shader->binary.code);
+ FREE(shader->binary.rodata);
FREE(shader->binary.relocs);
FREE(shader->binary.disasm_string);
}