[Mesa-dev] [PATCH] mesa/glsl: delete previously linked shaders earlier when linking
Timothy Arceri
timothy.arceri at collabora.com
Thu Nov 3 00:59:32 UTC 2016
On Wed, 2016-11-02 at 14:47 +0000, Emil Velikov wrote:
> On 1 November 2016 at 23:47, Timothy Arceri
> <timothy.arceri at collabora.com> wrote:
> >
> > This move the delete linked shaders call to
> > _mesa_clear_shader_program_data() which makes sure we delete them
> > before returning due to any validation problems.
> >
> > It also reduces some code duplication.
> >
> > Cc: Tapani Pälli <tapani.palli at intel.com>
> > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97715
> > Cc: "12.0 13.0" <mesa-stable at lists.freedesktop.org>
> gl_linked_shader was introduced with commit 1fb8c6df884 ("glsl/mesa:
> split gl_shader in two") which happened after 12.0.
> I'm not familiar with all the subtleties which that work requires, so
> I'm inclined that we want to keep this 13.0 only ?
Yeah nobody is complaining about this breaking anything besides piglit
so 13.0 is fine. Thanks.
>
> >
> > --- a/src/mesa/main/shaderobj.c
> > +++ b/src/mesa/main/shaderobj.c
> > @@ -291,12 +291,18 @@ _mesa_new_shader_program(GLuint name)
> > * Clear (free) the shader program state that gets produced by
> > linking.
> > */
> > void
> > -_mesa_clear_shader_program_data(struct gl_shader_program *shProg)
> > +_mesa_clear_shader_program_data(struct gl_context *ctx,
> > + struct gl_shader_program *shProg)
> > {
> > - unsigned i;
> > + for (gl_shader_stage sh = 0; sh < MESA_SHADER_STAGES; sh++) {
> > + if (shProg->_LinkedShaders[sh] != NULL) {
> > + _mesa_delete_linked_shader(ctx, shProg-
> > >_LinkedShaders[sh]);
> > + shProg->_LinkedShaders[sh] = NULL;
> > + }
> > + }
> >
> I think you want a similar hunk in standalone_scaffolding.{cpp,h}
> _mesa_clear_shader_program_data().
Right fixed and pushed. Thanks.
>
> Thanks
> Emil
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