From: Brian Paul Date: Fri, 8 Mar 2019 21:02:53 +0000 (-0700) Subject: svga: stop using pipe_sampler_view_release() X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=a7afab7952c37da3144795f6ea81b7a31f5249e2;p=mesa.git svga: stop using pipe_sampler_view_release() This function was used in the past to avoid deleting a sampler view for a context that no longer exists. But the Mesa state tracker ensures that cannot happen. Use the standard refcounting function instead. Also, remove the code which checked for context mis-matches in svga_sampler_view_destroy(). It's no longer needed since implementing the zombie sampler view code in the state tracker. Testing Done: google chrome, variety of GL demos/games Reviewed-by: Roland Scheidegger Reviewed-by: Neha Bhende Reviewed-by: Mathias Fröhlich Reviewed-By: Jose Fonseca --- diff --git a/src/gallium/drivers/svga/svga_pipe_sampler.c b/src/gallium/drivers/svga/svga_pipe_sampler.c index b32bb098f7f..f1e68dd726a 100644 --- a/src/gallium/drivers/svga/svga_pipe_sampler.c +++ b/src/gallium/drivers/svga/svga_pipe_sampler.c @@ -405,28 +405,18 @@ svga_sampler_view_destroy(struct pipe_context *pipe, struct svga_pipe_sampler_view *sv = svga_pipe_sampler_view(view); if (svga_have_vgpu10(svga) && sv->id != SVGA3D_INVALID_ID) { - if (view->context != pipe) { - /* The SVGA3D device will generate an error (and on Linux, cause - * us to abort) if we try to destroy a shader resource view from - * a context other than the one it was created with. Skip the - * SVGA3D_vgpu10_DestroyShaderResourceView() and leak the sampler - * view for now. This should only sometimes happen when a shared - * texture is deleted. - */ - _debug_printf("context mismatch in %s\n", __func__); - } - else { - enum pipe_error ret; + enum pipe_error ret; + + assert(view->context == pipe); - svga_hwtnl_flush_retry(svga); /* XXX is this needed? */ + svga_hwtnl_flush_retry(svga); + ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id); + if (ret != PIPE_OK) { + svga_context_flush(svga, NULL); ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id); - if (ret != PIPE_OK) { - svga_context_flush(svga, NULL); - ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id); - } - util_bitmask_clear(svga->sampler_view_id_bm, sv->id); } + util_bitmask_clear(svga->sampler_view_id_bm, sv->id); } pipe_resource_reference(&sv->base.texture, NULL); @@ -465,7 +455,8 @@ svga_set_sampler_views(struct pipe_context *pipe, */ if (start == 0 && num == 0 && svga->curr.num_sampler_views[shader] > 0) { for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) { - pipe_sampler_view_release(pipe, &svga->curr.sampler_views[shader][i]); + pipe_sampler_view_reference(&svga->curr.sampler_views[shader][i], + NULL); } any_change = TRUE; } @@ -474,11 +465,6 @@ svga_set_sampler_views(struct pipe_context *pipe, enum pipe_texture_target target; if (svga->curr.sampler_views[shader][start + i] != views[i]) { - /* Note: we're using pipe_sampler_view_release() here to work around - * a possible crash when the old view belongs to another context that - * was already destroyed. - */ - pipe_sampler_view_release(pipe, &svga->curr.sampler_views[shader][start + i]); pipe_sampler_view_reference(&svga->curr.sampler_views[shader][start + i], views[i]); any_change = TRUE; @@ -552,8 +538,8 @@ svga_cleanup_sampler_state(struct svga_context *svga) unsigned i; for (i = 0; i < svga->state.hw_draw.num_sampler_views[shader]; i++) { - pipe_sampler_view_release(&svga->pipe, - &svga->state.hw_draw.sampler_views[shader][i]); + pipe_sampler_view_reference(&svga->state.hw_draw.sampler_views[shader][i], + NULL); } } diff --git a/src/gallium/drivers/svga/svga_state_tss.c b/src/gallium/drivers/svga/svga_state_tss.c index d598d23c4ea..95b1a9e952d 100644 --- a/src/gallium/drivers/svga/svga_state_tss.c +++ b/src/gallium/drivers/svga/svga_state_tss.c @@ -50,8 +50,8 @@ svga_cleanup_tss_binding(struct svga_context *svga) struct svga_hw_view_state *view = &svga->state.hw_draw.views[i]; if (view) { svga_sampler_view_reference(&view->v, NULL); - pipe_sampler_view_release(&svga->pipe, - &svga->curr.sampler_views[shader][i]); + pipe_sampler_view_reference(&svga->curr.sampler_views[shader][i], + NULL); pipe_resource_reference(&view->texture, NULL); view->dirty = TRUE; }