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Previously, we were creating the shader with a NULL ralloc context and then trusting in blorp_compile_fs to clean it up. The only problem was that blorp_compile_fs didn't clean up its context properly so we were leaking. When I went to fix that, I realized that it couldn't because it has to return the shader binary which is allocated off of that context and used by the caller. The solution is to make blorp_compile_fs take a ralloc context, allocate the nir_shaders directly off that context, and clean it all up in whatever function creates the shader and calls blorp_compile_fs. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Cc: "12.0, 13.0" <mesa-stable@lists.freedesktop.org> |
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| .. | ||
| blorp.c | ||
| blorp.h | ||
| blorp_blit.c | ||
| blorp_clear.c | ||
| blorp_genX_exec.h | ||
| blorp_priv.h | ||
| TODO | ||