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authorBrian Paul <[email protected]>2019-03-12 16:01:56 -0600
committerBrian Paul <[email protected]>2019-03-17 20:07:22 -0600
commit41c4c49463f65cd6c564b2a66634ba6572a824fb (patch)
tree3c1850d8cdd5602aa9e4ce3f92336f64576e0ef7 /src/hgl/meson.build
parent593e36f9561d3665cc12ed1fc8a07dd8612c004e (diff)
st/mesa: implement "zombie" shaders list
As with the preceding patch for sampler views, this patch does basically the same thing but for shaders. However, reference counting isn't needed here (instead of calling cso_delete_XXX_shader() we call st_save_zombie_shader(). The Redway3D Watch is one app/demo that needs this change. Otherwise, the vmwgfx driver generates an error about trying to destroy a shader ID that doesn't exist in the context. Note that if PIPE_CAP_SHAREABLE_SHADERS = TRUE, then we can use/delete any shader with any context and this mechanism is not used. Tested with: google-chrome, google earth, Redway3D Watch/Turbine demos and a few Linux games. Reviewed-by: Roland Scheidegger <[email protected]> Reviewed-by: Neha Bhende <[email protected]> Reviewed-by: Mathias Fröhlich <[email protected]> Reviewed-By: Jose Fonseca <[email protected]>
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