[Bug 110796] [REGRESSION] [BISECTED] [GLESCTS] race between destruction of types and shader compilation (?)

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Mon Aug 26 06:25:03 UTC 2019


https://bugs.freedesktop.org/show_bug.cgi?id=110796

Tapani Pälli <lemody at gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|ASSIGNED                    |RESOLVED
         Resolution|---                         |FIXED

--- Comment #30 from Tapani Pälli <lemody at gmail.com> ---
Fixed in master by:

--- 8< ---
commit e4da8b9c331cc3ae1b86b3a7860231e202463db0
Author: Lionel Landwerlin <lionel.g.landwerlin at intel.com>
Date:   Wed Jul 31 12:12:10 2019 +0300

    mesa/compiler: rework tear down of builtin/types

    The issue we're running into when running CTS is that glsl types are
    deleted while builtins depending on them are not.

    This happens because on one hand we have glsl types ref counted, but
    builtins are not. Instead builtins are destroyed when unloading libGL
    or explicitly calling glReleaseShaderCompiler().

    This change removes almost entirely any dealing with glsl types
    ref/unref by letting the builtins deal with it instead. In turn we
    introduce a builtin ref count mechanism. Each GL context takes a
    reference on the builtins when compiling a shader for the first time.
    It releases the reference when the context is destroyed. It can also
    explicitly release those when glReleaseShaderCompiler() is called.

    Finally we also take a reference on the glsl types when loading libGL
    to avoid recreating glsl types too often.

    v2: Ensure we take a reference if we don't have one in link step (Lionel)

    Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin at intel.com>
    Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110796
    Reviewed-by: Eric Anholt <eric at anholt.net>
    Reviewed-by: Tapani Pälli <tapani.palli at intel.com>

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