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authorJason Ekstrand <[email protected]>2016-10-21 12:09:38 -0700
committerJason Ekstrand <[email protected]>2016-10-27 22:46:13 -0700
commit43dadb6edd5e3e3e10b1198184a9f75556edad49 (patch)
treef2c67ee18bbef5193633c3aacf98ec985eeda7e8 /include/D3D9
parentab92480272bc34d943d28506cc36759e141b4371 (diff)
intel/blorp: Rework our usage of ralloc when compiling shaders
Previously, we were creating the shader with a NULL ralloc context and then trusting in blorp_compile_fs to clean it up. The only problem was that blorp_compile_fs didn't clean up its context properly so we were leaking. When I went to fix that, I realized that it couldn't because it has to return the shader binary which is allocated off of that context and used by the caller. The solution is to make blorp_compile_fs take a ralloc context, allocate the nir_shaders directly off that context, and clean it all up in whatever function creates the shader and calls blorp_compile_fs. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: "12.0, 13.0" <[email protected]>
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