radeonsi: Avoid leaking memory when rebuilding shader states

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
This commit is contained in:
Marek Olšák
2015-01-27 14:52:37 +00:00
committed by Tom Stellard
parent bb26ebac13
commit 5935edd47c
3 changed files with 13 additions and 4 deletions
+8 -4
View File
@@ -103,6 +103,13 @@ void si_pm4_add_bo(struct si_pm4_state *state,
state->bo_priority[idx] = priority;
}
void si_pm4_free_state_simple(struct si_pm4_state *state)
{
for (int i = 0; i < state->nbo; ++i)
r600_resource_reference(&state->bo[i], NULL);
FREE(state);
}
void si_pm4_free_state(struct si_context *sctx,
struct si_pm4_state *state,
unsigned idx)
@@ -114,10 +121,7 @@ void si_pm4_free_state(struct si_context *sctx,
sctx->emitted.array[idx] = NULL;
}
for (int i = 0; i < state->nbo; ++i) {
r600_resource_reference(&state->bo[i], NULL);
}
FREE(state);
si_pm4_free_state_simple(state);
}
unsigned si_pm4_dirty_dw(struct si_context *sctx)
+1
View File
@@ -71,6 +71,7 @@ void si_pm4_add_bo(struct si_pm4_state *state,
enum radeon_bo_usage usage,
enum radeon_bo_priority priority);
void si_pm4_free_state_simple(struct si_pm4_state *state);
void si_pm4_free_state(struct si_context *sctx,
struct si_pm4_state *state,
unsigned idx);
@@ -316,6 +316,10 @@ static void si_shader_ps(struct si_shader *shader)
static void si_shader_init_pm4_state(struct si_shader *shader)
{
if (shader->pm4)
si_pm4_free_state_simple(shader->pm4);
switch (shader->selector->type) {
case PIPE_SHADER_VERTEX:
if (shader->key.vs.as_es)