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author | Brian Paul <brianp@vmware.com> | 2010-12-09 18:37:59 -0700 |
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committer | Brian Paul <brianp@vmware.com> | 2010-12-09 18:41:22 -0700 |
commit | becc4bb90c46f754018ac596460e6c6a650d399c (patch) | |
tree | 5cbf6ee7acf18438d2e93e7cdb0ca6656ccba9cf /src/gallium/auxiliary/draw/draw_vs_llvm.c | |
parent | 70ca06445445060c75b55b6c5531973b7b2a1bf0 (diff) | |
download | external_mesa3d-becc4bb90c46f754018ac596460e6c6a650d399c.zip external_mesa3d-becc4bb90c46f754018ac596460e6c6a650d399c.tar.gz external_mesa3d-becc4bb90c46f754018ac596460e6c6a650d399c.tar.bz2 |
draw/llvm: don't flush in vs_llvm_delete()
Fixes piglit glx-shader-sharing crash.
When shaders are shared by multiple contexts, the shader's draw context
pointer may point to a previously destroyed context. Dereferencing the
context pointer will lead to a crash.
In this case, simply removing the flushing code avoids the crash (the
exec and sse shader paths don't flush here either).
There's a deeper issue here, however, that needs examination. Shaders
should not keep pointers to contexts since contexts might get destroyed
at any time.
NOTE: This is a candidate for the 7.10 branch (after this has been
tested for a while).
Diffstat (limited to 'src/gallium/auxiliary/draw/draw_vs_llvm.c')
-rw-r--r-- | src/gallium/auxiliary/draw/draw_vs_llvm.c | 12 |
1 files changed, 0 insertions, 12 deletions
diff --git a/src/gallium/auxiliary/draw/draw_vs_llvm.c b/src/gallium/auxiliary/draw/draw_vs_llvm.c index fa9992d..de074be 100644 --- a/src/gallium/auxiliary/draw/draw_vs_llvm.c +++ b/src/gallium/auxiliary/draw/draw_vs_llvm.c @@ -65,19 +65,7 @@ static void vs_llvm_delete( struct draw_vertex_shader *dvs ) { struct llvm_vertex_shader *shader = llvm_vertex_shader(dvs); - struct pipe_fence_handle *fence = NULL; struct draw_llvm_variant_list_item *li; - struct pipe_context *pipe = dvs->draw->pipe; - - /* - * XXX: This might be not neccessary at all. - */ - pipe->flush(pipe, 0, &fence); - if (fence) { - pipe->screen->fence_finish(pipe->screen, fence, 0); - pipe->screen->fence_reference(pipe->screen, &fence, NULL); - } - li = first_elem(&shader->variants); while(!at_end(&shader->variants, li)) { |