diff options
author | Eric Anholt <[email protected]> | 2018-02-20 16:28:07 +0000 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2018-02-23 08:42:13 -0800 |
commit | c824a045ea639b8a93cbc2518b16900402d9150f (patch) | |
tree | 44b3e20299663a1aa230b89a340a0211f7594f13 /src/gallium/drivers/vc4/vc4_state.c | |
parent | 6deb158ec1e03027d855df6a2513c8595ed95924 (diff) |
broadcom/vc4: Fix double-unrefcounting of prsc->next with shadows.
When we set up the shadow resource we were copying the original resource
as the template, including its prsc->next field. When we shadowed the
first YUV plane's resource for linear-to-tiled conversion, we would end up
unbalancing the refcount on the shadow resource's destruction.
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_state.c')
-rw-r--r-- | src/gallium/drivers/vc4/vc4_state.c | 17 |
1 files changed, 11 insertions, 6 deletions
diff --git a/src/gallium/drivers/vc4/vc4_state.c b/src/gallium/drivers/vc4/vc4_state.c index b4696ed7981..7bc87b0c4ee 100644 --- a/src/gallium/drivers/vc4/vc4_state.c +++ b/src/gallium/drivers/vc4/vc4_state.c @@ -583,12 +583,17 @@ vc4_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc, (cso->u.tex.first_level != cso->u.tex.last_level)) || rsc->vc4_format == VC4_TEXTURE_TYPE_RGBA32R) { struct vc4_resource *shadow_parent = rsc; - struct pipe_resource tmpl = *prsc; - - tmpl.bind = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET; - tmpl.width0 = u_minify(tmpl.width0, cso->u.tex.first_level); - tmpl.height0 = u_minify(tmpl.height0, cso->u.tex.first_level); - tmpl.last_level = cso->u.tex.last_level - cso->u.tex.first_level; + struct pipe_resource tmpl = { + .target = prsc->target, + .format = prsc->format, + .width0 = u_minify(prsc->width0, + cso->u.tex.first_level), + .height0 = u_minify(prsc->height0, + cso->u.tex.first_level), + .bind = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET, + .last_level = cso->u.tex.last_level - cso->u.tex.first_level, + .nr_samples = prsc->nr_samples, + }; /* Create the shadow texture. The rest of the texture * parameter setup will use the shadow. |