Mesa (mesa_7_6_branch): glsl: clear out shader code before compiling
Brian Paul
brianp at kemper.freedesktop.org
Fri Dec 18 21:03:00 UTC 2009
Module: Mesa
Branch: mesa_7_6_branch
Commit: 0478b745fe72360ce91988636b54f6e4834c1fae
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=0478b745fe72360ce91988636b54f6e4834c1fae
Author: Brian Paul <brianp at vmware.com>
Date: Fri Dec 18 11:57:15 2009 -0700
glsl: clear out shader code before compiling
When we start compiling a shader, first free the existing gl_program.
This (mostly) fixes the piglit glsl-reload-source test.
Without this change, we were actually appending the new GPU code
onto the previous program.
---
src/mesa/shader/slang/slang_compile.c | 24 +++++++++++++-----------
1 files changed, 13 insertions(+), 11 deletions(-)
diff --git a/src/mesa/shader/slang/slang_compile.c b/src/mesa/shader/slang/slang_compile.c
index c1b97c7..95c44e3 100644
--- a/src/mesa/shader/slang/slang_compile.c
+++ b/src/mesa/shader/slang/slang_compile.c
@@ -2738,6 +2738,7 @@ _slang_compile(GLcontext *ctx, struct gl_shader *shader)
slang_info_log info_log;
slang_code_object obj;
slang_unit_type type;
+ GLenum progTarget;
if (shader->Type == GL_VERTEX_SHADER) {
type = SLANG_UNIT_VERTEX_SHADER;
@@ -2754,17 +2755,18 @@ _slang_compile(GLcontext *ctx, struct gl_shader *shader)
shader->Main = GL_FALSE;
- if (!shader->Program) {
- GLenum progTarget;
- if (shader->Type == GL_VERTEX_SHADER)
- progTarget = GL_VERTEX_PROGRAM_ARB;
- else
- progTarget = GL_FRAGMENT_PROGRAM_ARB;
- shader->Program = ctx->Driver.NewProgram(ctx, progTarget, 1);
- shader->Program->Parameters = _mesa_new_parameter_list();
- shader->Program->Varying = _mesa_new_parameter_list();
- shader->Program->Attributes = _mesa_new_parameter_list();
- }
+ /* free the shader's old instructions, etc */
+ _mesa_reference_program(ctx, &shader->Program, NULL);
+
+ /* allocate new GPU program, parameter lists, etc. */
+ if (shader->Type == GL_VERTEX_SHADER)
+ progTarget = GL_VERTEX_PROGRAM_ARB;
+ else
+ progTarget = GL_FRAGMENT_PROGRAM_ARB;
+ shader->Program = ctx->Driver.NewProgram(ctx, progTarget, 1);
+ shader->Program->Parameters = _mesa_new_parameter_list();
+ shader->Program->Varying = _mesa_new_parameter_list();
+ shader->Program->Attributes = _mesa_new_parameter_list();
slang_info_log_construct(&info_log);
_slang_code_object_ctr(&obj);
More information about the mesa-commit
mailing list