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now that we're tracking these by shader, we want to ensure that they live through each render pass successfully if there's no flush regardless of the timing when the shader objects are destroyed. this becomes useful when we split up shader create and compile functionality in future patches, at which point program refcounts can be changed during successive draw calls, potentially resulting in a program being destroyed at that point when it shouldn't be with this patch, each shader used by the program gets a reference, with the renderpass batch itself becoming the owner of the program such that it will be deleted when the draw state gets invalidated and a new program is created Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5970> |
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