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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@lists.freedesktop.org>
Reviewed-by: Timothy Arceri <tarceri@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 7e2b4bf256)
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99d3ad1c71
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5547fc53c0
2 changed files with 1 additions and 4 deletions
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@ -1057,7 +1057,7 @@
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"description": "radeonsi: don't wait for shader compilation to finish when destroying a context",
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"nominated": true,
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"nomination_type": 0,
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"resolution": 0,
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"resolution": 1,
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"master_sha": null,
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"because_sha": null
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},
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@ -172,9 +172,6 @@ static void si_destroy_context(struct pipe_context *context)
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struct si_context *sctx = (struct si_context *)context;
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int i;
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util_queue_finish(&sctx->screen->shader_compiler_queue);
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util_queue_finish(&sctx->screen->shader_compiler_queue_low_priority);
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/* Unreference the framebuffer normally to disable related logic
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* properly.
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*/
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