[Mesa-dev] [PATCH] glsl: avoid leaking hiddenUniforms map when there are no uniforms

Ilia Mirkin imirkin at alum.mit.edu
Thu Oct 1 17:22:16 PDT 2015


Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
 src/glsl/link_uniforms.cpp | 8 ++++----
 1 file changed, 4 insertions(+), 4 deletions(-)

diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 47d49c8..740b0a4 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -1131,15 +1131,15 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
    const unsigned num_data_slots = uniform_size.num_values;
    const unsigned hidden_uniforms = uniform_size.num_hidden_uniforms;
 
+   /* assign hidden uniforms a slot id */
+   hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
+   delete hiddenUniforms;
+
    /* On the outside chance that there were no uniforms, bail out.
     */
    if (num_uniforms == 0)
       return;
 
-   /* assign hidden uniforms a slot id */
-   hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
-   delete hiddenUniforms;
-
    struct gl_uniform_storage *uniforms =
       rzalloc_array(prog, struct gl_uniform_storage, num_uniforms);
    union gl_constant_value *data =
-- 
2.4.9



More information about the mesa-dev mailing list