From 39cf51ba9d110ec81a996e9130b28f3be2ef35c0 Mon Sep 17 00:00:00 2001 From: Sil Vilerino Date: Mon, 2 May 2022 13:19:08 -0700 Subject: [PATCH] d3d12: Add GLSL singleton refcounting to screen for offscreen non-GL rendering Reviewed-by: Jesse Natalie Part-of: --- src/gallium/drivers/d3d12/d3d12_screen.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/gallium/drivers/d3d12/d3d12_screen.cpp b/src/gallium/drivers/d3d12/d3d12_screen.cpp index 0d12f395276..04d1ebc388b 100644 --- a/src/gallium/drivers/d3d12/d3d12_screen.cpp +++ b/src/gallium/drivers/d3d12/d3d12_screen.cpp @@ -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; }