screen->driver->free_slab(screen, &panfrost->shaders);
screen->driver->free_slab(screen, &panfrost->tiler_heap);
screen->driver->free_slab(screen, &panfrost->tiler_polygon_list);
+ screen->driver->free_slab(screen, &panfrost->tiler_dummy);
+
+ for (int i = 0; i < ARRAY_SIZE(panfrost->transient_pools); ++i) {
+ struct panfrost_memory_entry *entry;
+ entry = panfrost->transient_pools[i].entries[0];
+ pb_slab_free(&screen->slabs, (struct pb_slab_entry *)entry);
+ }
ralloc_free(pipe);
}
screen->driver->allocate_slab(screen, &ctx->tiler_heap, 32768, false, PAN_ALLOCATE_INVISIBLE | PAN_ALLOCATE_GROWABLE, 1, 128);
screen->driver->allocate_slab(screen, &ctx->tiler_polygon_list, 128*128, false, PAN_ALLOCATE_INVISIBLE | PAN_ALLOCATE_GROWABLE, 1, 128);
screen->driver->allocate_slab(screen, &ctx->tiler_dummy, 1, false, PAN_ALLOCATE_INVISIBLE, 0, 0);
-
}
/* New context creation, which also does hardware initialisation since I don't