}
_mesa_set_destroy(cmd_buffer->bos, NULL);
- v3dv_bo_free(cmd_buffer->device, cmd_buffer->tile_alloc);
- v3dv_bo_free(cmd_buffer->device, cmd_buffer->tile_state);
-
vk_free(&cmd_buffer->pool->alloc, cmd_buffer);
}
tile_alloc_size += 512 * 1024;
cmd_buffer->tile_alloc = v3dv_bo_alloc(cmd_buffer->device, tile_alloc_size);
+ v3dv_cmd_buffer_add_bo(cmd_buffer, cmd_buffer->tile_alloc);
const uint32_t tsda_per_tile_size = 256;
const uint32_t tile_state_size = MAX2(fb_layers, 1) *
framebuffer->draw_tiles_y *
tsda_per_tile_size;
cmd_buffer->tile_state = v3dv_bo_alloc(cmd_buffer->device, tile_state_size);
-
+ v3dv_cmd_buffer_add_bo(cmd_buffer, cmd_buffer->tile_state);
/* This must go before the binning mode configuration. It is
* required for layered framebuffers to work.