mesa/st: unbind shader state before deleting it
Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> Cc: mesa-stable@lists.freedesktop.org Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4386>
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@@ -399,21 +399,27 @@ free_zombie_shaders(struct st_context *st)
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switch (entry->type) {
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case PIPE_SHADER_VERTEX:
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st->pipe->bind_vs_state(st->pipe, NULL);
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st->pipe->delete_vs_state(st->pipe, entry->shader);
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break;
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case PIPE_SHADER_FRAGMENT:
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st->pipe->bind_fs_state(st->pipe, NULL);
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st->pipe->delete_fs_state(st->pipe, entry->shader);
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break;
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case PIPE_SHADER_GEOMETRY:
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st->pipe->bind_gs_state(st->pipe, NULL);
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st->pipe->delete_gs_state(st->pipe, entry->shader);
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break;
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case PIPE_SHADER_TESS_CTRL:
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st->pipe->bind_tcs_state(st->pipe, NULL);
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st->pipe->delete_tcs_state(st->pipe, entry->shader);
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break;
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case PIPE_SHADER_TESS_EVAL:
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st->pipe->bind_tes_state(st->pipe, NULL);
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st->pipe->delete_tes_state(st->pipe, entry->shader);
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break;
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case PIPE_SHADER_COMPUTE:
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st->pipe->bind_compute_state(st->pipe, NULL);
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st->pipe->delete_compute_state(st->pipe, entry->shader);
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break;
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default:
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