radeonsi/gfx10: unbind NGG shaders when destroyed

This fixes glsl-max-varyings, which creates shaders, draws, and then
destroys them.

Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Marek Olšák 2019-05-28 22:29:08 -04:00
parent b90ddff477
commit cc7875150a

View file

@ -3040,6 +3040,11 @@ static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
util_queue_fence_destroy(&shader->ready);
if (shader->pm4) {
/* If destroyed shaders were not unbound, the next compiled
* shader variant could get the same pointer address and so
* binding it to the same shader stage would be considered
* a no-op, causing random behavior.
*/
switch (shader->selector->type) {
case PIPE_SHADER_VERTEX:
if (shader->key.as_ls) {
@ -3048,6 +3053,8 @@ static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
} else if (shader->key.as_es) {
assert(sctx->chip_class <= GFX8);
si_pm4_delete_state(sctx, es, shader->pm4);
} else if (shader->key.as_ngg) {
si_pm4_delete_state(sctx, gs, shader->pm4);
} else {
si_pm4_delete_state(sctx, vs, shader->pm4);
}
@ -3059,6 +3066,8 @@ static void si_delete_shader(struct si_context *sctx, struct si_shader *shader)
if (shader->key.as_es) {
assert(sctx->chip_class <= GFX8);
si_pm4_delete_state(sctx, es, shader->pm4);
} else if (shader->key.as_ngg) {
si_pm4_delete_state(sctx, gs, shader->pm4);
} else {
si_pm4_delete_state(sctx, vs, shader->pm4);
}