diff options
author | Marek Olšák <[email protected]> | 2019-05-28 22:29:08 -0400 |
---|---|---|
committer | Marek Olšák <[email protected]> | 2019-07-03 15:51:13 -0400 |
commit | cc7875150a5431800e811c31f99979c5a88a6deb (patch) | |
tree | 096f8cad99b3c026dd28d1b8640c1d3771cae369 /src | |
parent | b90ddff4774485ab7fdea35f20e521bd6c7af695 (diff) |
radeonsi/gfx10: unbind NGG shaders when destroyed
This fixes glsl-max-varyings, which creates shaders, draws, and then
destroys them.
Acked-by: Bas Nieuwenhuizen <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/gallium/drivers/radeonsi/si_state_shaders.c | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c b/src/gallium/drivers/radeonsi/si_state_shaders.c index 7922ced414d..aa98a209cec 100644 --- a/src/gallium/drivers/radeonsi/si_state_shaders.c +++ b/src/gallium/drivers/radeonsi/si_state_shaders.c @@ -3040,6 +3040,11 @@ static void si_delete_shader(struct si_context *sctx, struct si_shader *shader) util_queue_fence_destroy(&shader->ready); if (shader->pm4) { + /* If destroyed shaders were not unbound, the next compiled + * shader variant could get the same pointer address and so + * binding it to the same shader stage would be considered + * a no-op, causing random behavior. + */ switch (shader->selector->type) { case PIPE_SHADER_VERTEX: if (shader->key.as_ls) { @@ -3048,6 +3053,8 @@ static void si_delete_shader(struct si_context *sctx, struct si_shader *shader) } else if (shader->key.as_es) { assert(sctx->chip_class <= GFX8); si_pm4_delete_state(sctx, es, shader->pm4); + } else if (shader->key.as_ngg) { + si_pm4_delete_state(sctx, gs, shader->pm4); } else { si_pm4_delete_state(sctx, vs, shader->pm4); } @@ -3059,6 +3066,8 @@ static void si_delete_shader(struct si_context *sctx, struct si_shader *shader) if (shader->key.as_es) { assert(sctx->chip_class <= GFX8); si_pm4_delete_state(sctx, es, shader->pm4); + } else if (shader->key.as_ngg) { + si_pm4_delete_state(sctx, gs, shader->pm4); } else { si_pm4_delete_state(sctx, vs, shader->pm4); } |