d3d12: Add GLSL singleton refcounting to screen for offscreen non-GL rendering

Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16286>
This commit is contained in:
Sil Vilerino
2022-05-02 13:19:08 -07:00
committed by Marge Bot
parent 8beabc6826
commit 39cf51ba9d

View File

@@ -737,6 +737,7 @@ d3d12_destroy_screen(struct d3d12_screen *screen)
slab_destroy_parent(&screen->transfer_pool);
mtx_destroy(&screen->submit_mutex);
mtx_destroy(&screen->descriptor_pool_mutex);
glsl_type_singleton_decref();
FREE(screen);
}
@@ -1308,5 +1309,6 @@ d3d12_init_screen(struct d3d12_screen *screen, IUnknown *adapter)
if (!screen->opts.DoublePrecisionFloatShaderOps)
screen->nir_options.lower_doubles_options = (nir_lower_doubles_options)~0;
glsl_type_singleton_init_or_ref();
return true;
}