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authorEric Anholt <[email protected]>2014-07-31 12:19:29 -0700
committerEric Anholt <[email protected]>2014-08-11 14:45:30 -0700
commit027d730aff4abf89f8c01049d245c670c6740a26 (patch)
tree902a2eafb47db0b485be662b50d838cef76d3014 /src/gallium/drivers/vc4/vc4_context.h
parent771d86abd6c204cef82c5838b1ed20e4b8dbfa85 (diff)
vc4: Keep a reference to BOs queued for rendering.
Otherwise, once we're not flushing at the end of every draw, we'll free things like gallium resources, and free the backing GEM object, before we've flushed the rendering using it to the kernel.
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_context.h')
-rw-r--r--src/gallium/drivers/vc4/vc4_context.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/gallium/drivers/vc4/vc4_context.h b/src/gallium/drivers/vc4/vc4_context.h
index 55746ea3b71..85cdf41e427 100644
--- a/src/gallium/drivers/vc4/vc4_context.h
+++ b/src/gallium/drivers/vc4/vc4_context.h
@@ -123,9 +123,7 @@ struct vc4_context {
struct vc4_cl shader_rec;
struct vc4_cl uniforms;
struct vc4_cl bo_handles;
-#ifdef USE_VC4_SIMULATOR
struct vc4_cl bo_pointers;
-#endif
uint32_t shader_rec_count;
struct vc4_bo *tile_alloc;