[Mesa-dev] [PATCH] glsl: avoid leaking linked gl_shader when there's a late linker error

Ilia Mirkin imirkin at alum.mit.edu
Sun May 17 14:56:44 PDT 2015


Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---

Just happened to notice it... still not the leak I'm chasing :( The
only time this can happen is basically when it's unhappy about the
clip distance usage (i.e. clipvertex + clipdistance at the same time).

 src/glsl/linker.cpp | 10 ++++++++--
 1 file changed, 8 insertions(+), 2 deletions(-)

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 21cfc77..ce43f06 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -3269,8 +3269,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
             link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
                                     num_shaders[stage]);
 
-         if (!prog->LinkStatus)
+         if (!prog->LinkStatus) {
+            if (sh)
+               ctx->Driver.DeleteShader(ctx, sh);
             goto done;
+         }
 
          switch (stage) {
          case MESA_SHADER_VERTEX:
@@ -3289,8 +3292,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
             validate_fragment_shader_executable(prog, sh);
             break;
          }
-         if (!prog->LinkStatus)
+         if (!prog->LinkStatus) {
+            if (sh)
+               ctx->Driver.DeleteShader(ctx, sh);
             goto done;
+         }
 
          _mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh);
       }
-- 
2.3.6



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