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We don't need the panfrost_bo object which contains both the BO and its CPU/GPU mappings. We store the GPU address at bind time. We also have a hack for index buffers which are currently walked by the CPU to extract the min/max index. Add a comment to make sure this field goes away when indirect draw is fixed. While at it, keep a ref to the buffer object so we don't end up with a invalid deref (UAF) if the vulkan user does something silly like freeing the VkDeviceMemory object while the VkBuffer is still active. Flag this with a TODO to make sure we don't forget about it. Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com> Reviewed-by: Constantine Shablya <constantine.shablya@collabora.com> Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26698> |
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