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authorMarek Olšák <[email protected]>2017-05-31 18:02:54 +0200
committerMarek Olšák <[email protected]>2017-06-07 18:43:42 +0200
commit38bd468a78b149c2cb1d105715231e7241d1dc5c (patch)
tree3275574de6fbad00f71514d6c9a63864d46ee571 /src/gallium
parent33e507ec23db3778294b75a1485021d2a35b0a22 (diff)
radeonsi: drop unfinished shader compilations when destroying shaders
If we enqueue too many jobs and destroy the GL context, it may take several seconds before the jobs finish. Just drop them instead. Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/radeonsi/si_compute.c3
-rw-r--r--src/gallium/drivers/radeonsi/si_state_shaders.c5
2 files changed, 5 insertions, 3 deletions
diff --git a/src/gallium/drivers/radeonsi/si_compute.c b/src/gallium/drivers/radeonsi/si_compute.c
index 4c980668d35..0338b8a1234 100644
--- a/src/gallium/drivers/radeonsi/si_compute.c
+++ b/src/gallium/drivers/radeonsi/si_compute.c
@@ -860,7 +860,8 @@ static void si_delete_compute_state(struct pipe_context *ctx, void* state){
}
if (program->ir_type == PIPE_SHADER_IR_TGSI) {
- util_queue_fence_wait(&program->ready);
+ util_queue_drop_job(&sctx->screen->shader_compiler_queue,
+ &program->ready);
util_queue_fence_destroy(&program->ready);
}
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c
index 8ac430975d7..62bb2212110 100644
--- a/src/gallium/drivers/radeonsi/si_state_shaders.c
+++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
@@ -2258,7 +2258,8 @@ static void si_bind_ps_shader(struct pipe_context *ctx, void *state)
static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
{
if (shader->is_optimized) {
- util_queue_fence_wait(&shader->optimized_ready);
+ util_queue_drop_job(&sctx->screen->shader_compiler_queue,
+ &shader->optimized_ready);
util_queue_fence_destroy(&shader->optimized_ready);
}
@@ -2315,7 +2316,7 @@ static void si_destroy_shader_selector(struct si_context *sctx,
[PIPE_SHADER_FRAGMENT] = &sctx->ps_shader,
};
- util_queue_fence_wait(&sel->ready);
+ util_queue_drop_job(&sctx->screen->shader_compiler_queue, &sel->ready);
if (current_shader[sel->type]->cso == sel) {
current_shader[sel->type]->cso = NULL;