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)
This commit is contained in:
Marek Olšák 2020-02-12 14:55:27 -05:00 committed by Dylan Baker
parent 99d3ad1c71
commit 5547fc53c0
2 changed files with 1 additions and 4 deletions

View file

@ -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
},

View file

@ -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.
*/