[Mesa-dev] [PATCH 2/2] st/mesa: release GLSL IR in LinkShader after it's not needed

Brian Paul brianp at vmware.com
Thu Feb 11 16:14:50 UTC 2016


LGTM.
Reviewed-by: Brian Paul <brianp at vmware.com>

On 02/11/2016 08:56 AM, Marek Olšák wrote:
> Hi guys,
>
> The first patch is ready to go. I just need an ack on this one.
>
> Thanks,
>
> Marek
>
> On Sat, Jan 30, 2016 at 3:48 PM, Marek Olšák <maraeo at gmail.com> wrote:
>> From: Marek Olšák <marek.olsak at amd.com>
>>
>> ---
>>   src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 4 ++++
>>   1 file changed, 4 insertions(+)
>>
>> diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
>> index d98627f..8a194c0 100644
>> --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
>> +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
>> @@ -5692,6 +5692,10 @@ get_mesa_program(struct gl_context *ctx,
>>                                prog->OutputsWritten, 0ULL, prog->PatchOutputsWritten);
>>      count_resources(v, prog);
>>
>> +   /* The GLSL IR won't be needed anymore. */
>> +   ralloc_free(shader->ir);
>> +   shader->ir = NULL;
>> +
>>      /* This must be done before the uniform storage is associated. */
>>      if (shader->Type == GL_FRAGMENT_SHADER &&
>>          (prog->InputsRead & VARYING_BIT_POS ||
>> --
>> 2.1.4
>>
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