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gallium: Fix leak of currently bound UBOs at CSO context destruction.
Cc: mesa-stable Reviewed-by: Rob Clark <robdclark@chromium.org> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7695>
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1 changed files with 5 additions and 4 deletions
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@ -382,6 +382,8 @@ void cso_destroy_context( struct cso_context *ctx )
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PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS);
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PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS);
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int maxssbo = scr->get_shader_param(scr, sh,
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int maxssbo = scr->get_shader_param(scr, sh,
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PIPE_SHADER_CAP_MAX_SHADER_BUFFERS);
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PIPE_SHADER_CAP_MAX_SHADER_BUFFERS);
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int maxcb = scr->get_shader_param(scr, sh,
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PIPE_SHADER_CAP_MAX_CONST_BUFFERS);
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assert(maxsam <= PIPE_MAX_SAMPLERS);
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assert(maxsam <= PIPE_MAX_SAMPLERS);
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assert(maxview <= PIPE_MAX_SHADER_SAMPLER_VIEWS);
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assert(maxview <= PIPE_MAX_SHADER_SAMPLER_VIEWS);
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assert(maxssbo <= PIPE_MAX_SHADER_BUFFERS);
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assert(maxssbo <= PIPE_MAX_SHADER_BUFFERS);
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@ -394,6 +396,9 @@ void cso_destroy_context( struct cso_context *ctx )
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if (maxssbo > 0) {
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if (maxssbo > 0) {
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ctx->pipe->set_shader_buffers(ctx->pipe, sh, 0, maxssbo, ssbos, 0);
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ctx->pipe->set_shader_buffers(ctx->pipe, sh, 0, maxssbo, ssbos, 0);
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}
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}
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for (int i = 0; i < maxcb; i++) {
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ctx->pipe->set_constant_buffer(ctx->pipe, sh, i, NULL);
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}
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}
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}
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}
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}
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@ -404,17 +409,13 @@ void cso_destroy_context( struct cso_context *ctx )
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ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_VERTEX, 0, NULL);
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ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_VERTEX, 0, NULL);
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if (ctx->has_geometry_shader) {
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if (ctx->has_geometry_shader) {
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ctx->pipe->bind_gs_state(ctx->pipe, NULL);
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ctx->pipe->bind_gs_state(ctx->pipe, NULL);
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ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_GEOMETRY, 0, NULL);
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}
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}
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if (ctx->has_tessellation) {
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if (ctx->has_tessellation) {
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ctx->pipe->bind_tcs_state(ctx->pipe, NULL);
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ctx->pipe->bind_tcs_state(ctx->pipe, NULL);
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ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_TESS_CTRL, 0, NULL);
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ctx->pipe->bind_tes_state(ctx->pipe, NULL);
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ctx->pipe->bind_tes_state(ctx->pipe, NULL);
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ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_TESS_EVAL, 0, NULL);
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}
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}
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if (ctx->has_compute_shader) {
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if (ctx->has_compute_shader) {
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ctx->pipe->bind_compute_state(ctx->pipe, NULL);
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ctx->pipe->bind_compute_state(ctx->pipe, NULL);
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ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_COMPUTE, 0, NULL);
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}
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}
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ctx->pipe->bind_vertex_elements_state( ctx->pipe, NULL );
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ctx->pipe->bind_vertex_elements_state( ctx->pipe, NULL );
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