lavapipe: refactor pipeline destroy a bit

Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21866>
This commit is contained in:
Mike Blumenkrantz
2023-03-07 10:15:56 -05:00
committed by Marge Bot
parent 30db1800e9
commit d127c134eb

View File

@@ -39,26 +39,36 @@
#define MAX_DYNAMIC_STATES 72
typedef void (*cso_destroy_func)(struct pipe_context*, void*);
static void
shader_destroy(struct lvp_device *device, struct lvp_shader *shader)
{
if (!shader->pipeline_nir)
return;
gl_shader_stage stage = shader->pipeline_nir->nir->info.stage;
cso_destroy_func destroy[] = {
device->queue.ctx->delete_vs_state,
device->queue.ctx->delete_tcs_state,
device->queue.ctx->delete_tes_state,
device->queue.ctx->delete_gs_state,
device->queue.ctx->delete_fs_state,
device->queue.ctx->delete_compute_state,
};
if (shader->shader_cso)
destroy[stage](device->queue.ctx, shader->shader_cso);
if (shader->tess_ccw_cso)
destroy[stage](device->queue.ctx, shader->tess_ccw_cso);
lvp_pipeline_nir_ref(&shader->pipeline_nir, NULL);
lvp_pipeline_nir_ref(&shader->tess_ccw, NULL);
}
void
lvp_pipeline_destroy(struct lvp_device *device, struct lvp_pipeline *pipeline)
{
if (pipeline->shaders[MESA_SHADER_VERTEX].shader_cso)
device->queue.ctx->delete_vs_state(device->queue.ctx, pipeline->shaders[MESA_SHADER_VERTEX].shader_cso);
if (pipeline->shaders[MESA_SHADER_FRAGMENT].shader_cso && !pipeline->noop_fs)
device->queue.ctx->delete_fs_state(device->queue.ctx, pipeline->shaders[MESA_SHADER_FRAGMENT].shader_cso);
if (pipeline->shaders[MESA_SHADER_GEOMETRY].shader_cso)
device->queue.ctx->delete_gs_state(device->queue.ctx, pipeline->shaders[MESA_SHADER_GEOMETRY].shader_cso);
if (pipeline->shaders[MESA_SHADER_TESS_CTRL].shader_cso)
device->queue.ctx->delete_tcs_state(device->queue.ctx, pipeline->shaders[MESA_SHADER_TESS_CTRL].shader_cso);
if (pipeline->shaders[MESA_SHADER_TESS_EVAL].shader_cso)
device->queue.ctx->delete_tes_state(device->queue.ctx, pipeline->shaders[MESA_SHADER_TESS_EVAL].shader_cso);
if (pipeline->shaders[MESA_SHADER_COMPUTE].shader_cso)
device->queue.ctx->delete_compute_state(device->queue.ctx, pipeline->shaders[MESA_SHADER_COMPUTE].shader_cso);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
lvp_pipeline_nir_ref(&pipeline->shaders[i].pipeline_nir, NULL);
lvp_pipeline_nir_ref(&pipeline->shaders[i].tess_ccw, NULL);
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++)
shader_destroy(device, &pipeline->shaders[i]);
if (pipeline->layout)
vk_pipeline_layout_unref(&device->vk, &pipeline->layout->vk);