[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
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