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author | Jason Ekstrand <[email protected]> | 2016-10-21 12:09:38 -0700 |
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committer | Jason Ekstrand <[email protected]> | 2016-10-27 22:46:13 -0700 |
commit | 43dadb6edd5e3e3e10b1198184a9f75556edad49 (patch) | |
tree | f2c67ee18bbef5193633c3aacf98ec985eeda7e8 /src/mesa/drivers | |
parent | ab92480272bc34d943d28506cc36759e141b4371 (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]>
Diffstat (limited to 'src/mesa/drivers')
0 files changed, 0 insertions, 0 deletions