d3d12: Add GLSL singleton refcounting to screen for offscreen non-GL rendering
authorSil Vilerino <sivileri@microsoft.com>
Mon, 2 May 2022 20:19:08 +0000 (13:19 -0700)
committerMarge Bot <emma+marge@anholt.net>
Tue, 17 May 2022 21:02:25 +0000 (21:02 +0000)
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16286>

src/gallium/drivers/d3d12/d3d12_screen.cpp

index 0d12f39..04d1ebc 100644 (file)
@@ -737,6 +737,7 @@ d3d12_destroy_screen(struct d3d12_screen *screen)
    slab_destroy_parent(&screen->transfer_pool);
    mtx_destroy(&screen->submit_mutex);
    mtx_destroy(&screen->descriptor_pool_mutex);
+   glsl_type_singleton_decref();
    FREE(screen);
 }
 
@@ -1308,5 +1309,6 @@ d3d12_init_screen(struct d3d12_screen *screen, IUnknown *adapter)
    if (!screen->opts.DoublePrecisionFloatShaderOps)
       screen->nir_options.lower_doubles_options = (nir_lower_doubles_options)~0;
 
+   glsl_type_singleton_init_or_ref();
    return true;
 }