[Mesa-dev] [PATCH 14/14] WIP swr: make sure that all rendering is finished on shader destroy

Ilia Mirkin imirkin at alum.mit.edu
Sat Nov 12 23:00:39 UTC 2016


Rendering could still be ongoing (or have yet to start) when the shader
is deleted. There's no refcounting on the shader text, so insert a
pipeline stall unconditionally when this happens.

[Note, this commit should instead introduce a way to attach work to
fences, so that the freeing can be done in the current fence.]

Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
 src/gallium/drivers/swr/swr_state.cpp | 8 ++++++++
 1 file changed, 8 insertions(+)

diff --git a/src/gallium/drivers/swr/swr_state.cpp b/src/gallium/drivers/swr/swr_state.cpp
index 2c7f3be..8aca557 100644
--- a/src/gallium/drivers/swr/swr_state.cpp
+++ b/src/gallium/drivers/swr/swr_state.cpp
@@ -371,6 +371,10 @@ swr_delete_vs_state(struct pipe_context *pipe, void *vs)
 {
    struct swr_vertex_shader *swr_vs = (swr_vertex_shader *)vs;
    FREE((void *)swr_vs->pipe.tokens);
+   struct swr_screen *screen = swr_screen(pipe->screen);
+   if (!swr_is_fence_pending(screen->flush_fence))
+      swr_fence_submit(swr_context(pipe), screen->flush_fence);
+   swr_fence_finish(pipe->screen, NULL, screen->flush_fence, 0);
    delete swr_vs;
 }
 
@@ -407,6 +411,10 @@ swr_delete_fs_state(struct pipe_context *pipe, void *fs)
 {
    struct swr_fragment_shader *swr_fs = (swr_fragment_shader *)fs;
    FREE((void *)swr_fs->pipe.tokens);
+   struct swr_screen *screen = swr_screen(pipe->screen);
+   if (!swr_is_fence_pending(screen->flush_fence))
+      swr_fence_submit(swr_context(pipe), screen->flush_fence);
+   swr_fence_finish(pipe->screen, NULL, screen->flush_fence, 0);
    delete swr_fs;
 }
 
-- 
2.7.3



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