From 7e2b4bf256610cc016202893d7b4b4ef60b25b53 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Marek=20Ol=C5=A1=C3=A1k?= Date: Wed, 12 Feb 2020 14:55:27 -0500 Subject: [PATCH] radeonsi: don't wait for shader compilation to finish when destroying a context This was a hack for glsl_types deinitialization and it predates the proper fix, which was the addition of glsl_type_singleton_decref. This fixes a crash when the context is destroyed via the atexit handler. Cc: 19.3 20.0 Reviewed-by: Timothy Arceri Tested-by: Marge Bot Part-of: --- src/gallium/drivers/radeonsi/si_pipe.c | 3 --- 1 file changed, 3 deletions(-) diff --git a/src/gallium/drivers/radeonsi/si_pipe.c b/src/gallium/drivers/radeonsi/si_pipe.c index cb96645b9d2..ea4f1bf20b6 100644 --- a/src/gallium/drivers/radeonsi/si_pipe.c +++ b/src/gallium/drivers/radeonsi/si_pipe.c @@ -172,9 +172,6 @@ static void si_destroy_context(struct pipe_context *context) struct si_context *sctx = (struct si_context *)context; int i; - util_queue_finish(&sctx->screen->shader_compiler_queue); - util_queue_finish(&sctx->screen->shader_compiler_queue_low_priority); - /* Unreference the framebuffer normally to disable related logic * properly. */ -- 2.30.2