[Mesa-dev] [PATCH] i965: do not release GLSL IR for SSO programs
Tapani Pälli
tapani.palli at intel.com
Fri Oct 28 07:39:01 UTC 2016
On 10/28/2016 05:15 AM, Timothy Arceri wrote:
> On Thu, 2016-10-27 at 18:51 -0700, Kenneth Graunke wrote:
>> On Thursday, October 27, 2016 9:03:12 PM PDT Timothy Arceri wrote:
>>> On Thu, 2016-10-27 at 12:37 +1100, Timothy Arceri wrote:
>>>> Agreed but as far as I can tell we shouldn't even need
>>>> gl_linked_shader
>>>> after glLinkProgram.
>>>>
>>>> We should probably just free it after linking. Everything we want
>>>> *should* have been copied to gl_program, however in practice it
>>>> seems
>>>> there are some things we still get from gl_linked_shader
>>>> like NumImages, but with the changes I landed recently we could
>>>> just
>>>> be getting this from the new shader_info struct.
>>> I've started work on this:
>>>
>>> https://patchwork.freedesktop.org/series/14471/
>>>
>>> But I'm not sure I have is in me to do another big refactor right
>>> now.
>> Is there a reasonable short-term fix? This regression is present on
>> the 13.0 branch and we really ought to fix it before Emil cuts the
>> 13.0
>> final release. But it'd be nice if we could keep some freeing of
>> IR...
> I was thinking about this yesterday and the only options I see are
> using this patch for the 13.0 branch or leaving it broken.
>
> The scenario for this bug is highly unlikey you need to be in compat
> profile, and relinking a SSO program that has had its shaders
> detached.
Yeah, this is quite exotic, I'd vote for this patch now and we can make
things better from there. I hope Serious Sam 3 (which is the only
program I know using SSO) does core profile. Eero, have we recently run
this game if it still works?
>> Refactoring is probably a good idea in the longer term....
> Looking at things yesterday I think there are some bugs (at least in
> i965) we would hit currently with atomics and images if we were to fail
> relinking a program, and then the program was to recompile a shader
> variant due to storing state in gl_linked_shader.
>
>> --Ken
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