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d3d12: Add GLSL singleton refcounting to screen for offscreen non-GL rendering
author
Sil Vilerino
<sivileri@microsoft.com>
Mon, 2 May 2022 20:19:08 +0000
(13:19 -0700)
committer
Marge 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
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diff --git
a/src/gallium/drivers/d3d12/d3d12_screen.cpp
b/src/gallium/drivers/d3d12/d3d12_screen.cpp
index
0d12f39
..
04d1ebc
100644
(file)
--- a/
src/gallium/drivers/d3d12/d3d12_screen.cpp
+++ b/
src/gallium/drivers/d3d12/d3d12_screen.cpp
@@
-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;
}