llvmpipe: fixup context leaks.
authorDave Airlie <airlied@redhat.com>
Tue, 14 Apr 2020 21:17:20 +0000 (07:17 +1000)
committerDave Airlie <airlied@redhat.com>
Wed, 15 Apr 2020 04:25:50 +0000 (14:25 +1000)
Make sure we unreference all resources for all shaders on context
destruction.

Fixes: eb5227173f03 (llvmpipe: add support for tessellation shaders)
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4560>

src/gallium/drivers/llvmpipe/lp_context.c

index a9c6ae6f11deec411147983b262a3fd92b964868..66d72b947e124677842beb09ded7da11f4230e57 100644 (file)
@@ -55,7 +55,7 @@
 static void llvmpipe_destroy( struct pipe_context *pipe )
 {
    struct llvmpipe_context *llvmpipe = llvmpipe_context( pipe );
-   uint i, j;
+   uint i;
 
    lp_print_counters();
 
@@ -80,21 +80,18 @@ static void llvmpipe_destroy( struct pipe_context *pipe )
 
    pipe_surface_reference(&llvmpipe->framebuffer.zsbuf, NULL);
 
-   for (i = 0; i < ARRAY_SIZE(llvmpipe->sampler_views[0]); i++) {
-      pipe_sampler_view_reference(&llvmpipe->sampler_views[PIPE_SHADER_FRAGMENT][i], NULL);
-   }
-
-   for (i = 0; i < ARRAY_SIZE(llvmpipe->sampler_views[0]); i++) {
-      pipe_sampler_view_reference(&llvmpipe->sampler_views[PIPE_SHADER_VERTEX][i], NULL);
-   }
-
-   for (i = 0; i < ARRAY_SIZE(llvmpipe->sampler_views[0]); i++) {
-      pipe_sampler_view_reference(&llvmpipe->sampler_views[PIPE_SHADER_GEOMETRY][i], NULL);
-   }
-
-   for (i = 0; i < ARRAY_SIZE(llvmpipe->constants); i++) {
-      for (j = 0; j < ARRAY_SIZE(llvmpipe->constants[i]); j++) {
-         pipe_resource_reference(&llvmpipe->constants[i][j].buffer, NULL);
+   for (enum pipe_shader_type s = PIPE_SHADER_VERTEX; s < PIPE_SHADER_TYPES; s++) {
+      for (i = 0; i < ARRAY_SIZE(llvmpipe->sampler_views[0]); i++) {
+         pipe_sampler_view_reference(&llvmpipe->sampler_views[s][i], NULL);
+      }
+      for (i = 0; i < LP_MAX_TGSI_SHADER_IMAGES; i++) {
+         pipe_resource_reference(&llvmpipe->images[s][i].resource, NULL);
+      }
+      for (i = 0; i < LP_MAX_TGSI_SHADER_BUFFERS; i++) {
+         pipe_resource_reference(&llvmpipe->ssbos[s][i].buffer, NULL);
+      }
+      for (i = 0; i < ARRAY_SIZE(llvmpipe->constants[s]); i++) {
+         pipe_resource_reference(&llvmpipe->constants[s][i].buffer, NULL);
       }
    }