Mesa (master): st/mesa: fix crash in shader cache cased by race condition
Timothy Arceri
tarceri at kemper.freedesktop.org
Thu Feb 23 22:02:10 UTC 2017
Module: Mesa
Branch: master
Commit: c24d0aaa9a197ccf7cbaa9154b840aed6397f6bd
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=c24d0aaa9a197ccf7cbaa9154b840aed6397f6bd
Author: Timothy Arceri <tarceri at itsqueeze.com>
Date: Thu Feb 23 14:42:07 2017 +1100
st/mesa: fix crash in shader cache cased by race condition
If a thread doesn't load GLSL IR from cache but does load TGSI
from cache (that was created by another thread) than it will
crash due to expecting gl_program_parameter_list to have been
restored from the GLSL IR cache and not be null.
Reviewed-by: Edward O'Callaghan <funfunctor at folklore1984.net>
Tested-by: Michel Dänzer <michel.daenzer at amd.com>
---
src/mesa/state_tracker/st_shader_cache.c | 14 ++++++++------
1 file changed, 8 insertions(+), 6 deletions(-)
diff --git a/src/mesa/state_tracker/st_shader_cache.c b/src/mesa/state_tracker/st_shader_cache.c
index 607e5b1..eb66f99 100644
--- a/src/mesa/state_tracker/st_shader_cache.c
+++ b/src/mesa/state_tracker/st_shader_cache.c
@@ -233,6 +233,14 @@ st_load_tgsi_from_disk_cache(struct gl_context *ctx,
ralloc_free(buf);
}
+ /* Now that we have created the sha1 keys that will be used for writting to
+ * the tgsi cache fallback to the regular glsl to tgsi path if we didn't
+ * load the GLSL IR from cache. We do this as glsl to tgsi can alter things
+ * such as gl_program_parameter_list which holds things like uniforms.
+ */
+ if (prog->data->LinkStatus != linking_skipped)
+ return false;
+
struct st_context *st = st_context(ctx);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
@@ -389,12 +397,6 @@ st_load_tgsi_from_disk_cache(struct gl_context *ctx,
fallback_recompile:
- /* GLSL IR was compiled and linked so just fallback to the regular
- * glsl to tgsi path.
- */
- if (prog->data->LinkStatus != linking_skipped)
- return false;
-
for (unsigned i = 0; i < prog->NumShaders; i++) {
_mesa_glsl_compile_shader(ctx, prog->Shaders[i], false, false, true);
}
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