Mesa (staging/20.0): radeonsi: don't wait for shader compilation to finish when destroying a context

GitLab Mirror gitlab-mirror at kemper.freedesktop.org
Wed Feb 19 17:20:02 UTC 2020


Module: Mesa
Branch: staging/20.0
Commit: 5547fc53c04b7a6c7323066c4f6a711f4ec0fdb0
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=5547fc53c04b7a6c7323066c4f6a711f4ec0fdb0

Author: Marek Olšák <marek.olsak at amd.com>
Date:   Wed Feb 12 14:55:27 2020 -0500

radeonsi: don't wait for shader compilation to finish when destroying a context

This was a hack for glsl_types deinitialization and it predates the proper
fix, which was the addition of glsl_type_singleton_decref.

This fixes a crash when the context is destroyed via the atexit handler.

Cc: 19.3 20.0 <mesa-stable at lists.freedesktop.org>
Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3800>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3800>
(cherry picked from commit 7e2b4bf256610cc016202893d7b4b4ef60b25b53)

---

 .pick_status.json                      | 2 +-
 src/gallium/drivers/radeonsi/si_pipe.c | 3 ---
 2 files changed, 1 insertion(+), 4 deletions(-)

diff --git a/.pick_status.json b/.pick_status.json
index 6fd7ddef2e3..bc127e931bb 100644
--- a/.pick_status.json
+++ b/.pick_status.json
@@ -1057,7 +1057,7 @@
         "description": "radeonsi: don't wait for shader compilation to finish when destroying a context",
         "nominated": true,
         "nomination_type": 0,
-        "resolution": 0,
+        "resolution": 1,
         "master_sha": null,
         "because_sha": null
     },
diff --git a/src/gallium/drivers/radeonsi/si_pipe.c b/src/gallium/drivers/radeonsi/si_pipe.c
index cb96645b9d2..ea4f1bf20b6 100644
--- a/src/gallium/drivers/radeonsi/si_pipe.c
+++ b/src/gallium/drivers/radeonsi/si_pipe.c
@@ -172,9 +172,6 @@ static void si_destroy_context(struct pipe_context *context)
 	struct si_context *sctx = (struct si_context *)context;
 	int i;
 
-	util_queue_finish(&sctx->screen->shader_compiler_queue);
-	util_queue_finish(&sctx->screen->shader_compiler_queue_low_priority);
-
 	/* Unreference the framebuffer normally to disable related logic
 	 * properly.
 	 */



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