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