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authorJason Ekstrand <jason.ekstrand@intel.com>2016-10-21 12:09:38 -0700
committerEmil Velikov <emil.l.velikov@gmail.com>2016-11-01 12:45:43 +0000
commit89cefe6325b2534c4e35ac0a4b85155a3be57936 (patch)
treec821f52f4dfe06eddd4a5561559ac9f15b6f00da /src/compiler/glsl
parent75258017dda55a32dcf3114113f8fccde47a490d (diff)
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intel/blorp: Rework our usage of ralloc when compiling shaders
Previously, we were creating the shader with a NULL ralloc context and then trusting in blorp_compile_fs to clean it up. The only problem was that blorp_compile_fs didn't clean up its context properly so we were leaking. When I went to fix that, I realized that it couldn't because it has to return the shader binary which is allocated off of that context and used by the caller. The solution is to make blorp_compile_fs take a ralloc context, allocate the nir_shaders directly off that context, and clean it all up in whatever function creates the shader and calls blorp_compile_fs. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Cc: "12.0, 13.0" <mesa-stable@lists.freedesktop.org> (cherry picked from commit 43dadb6edd5e3e3e10b1198184a9f75556edad49) [Emil Velikov: resolve trivial conflicts] Signed-off-by: Emil Velikov <emil.velikov@collabora.com> Conflicts: src/intel/blorp/blorp_clear.c
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