[Mesa-dev] [PATCH] program: Don't reset SamplersValidated when restoring from shader cache
Jordan Justen
jordan.l.justen at intel.com
Tue Dec 12 22:20:41 UTC 2017
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103988
Signed-off-by: Jordan Justen <jordan.l.justen at intel.com>
---
src/mesa/program/ir_to_mesa.cpp | 16 +++++++++-------
1 file changed, 9 insertions(+), 7 deletions(-)
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 5f663b3d09f..051ed2225b7 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -3115,15 +3115,17 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
link_shaders(ctx, prog);
}
- if (prog->data->LinkStatus) {
- /* Reset sampler validated to true, validation happens via the
- * LinkShader call below.
- */
+ /* If LinkStatus is linking_success, then reset sampler validated to true,
+ * validation happens via the LinkShader call below. If LinkStatus is
+ * linking_skipped, then SamplersValidated will have been restored from the
+ * shader cache.
+ */
+ if (prog->data->LinkStatus == linking_success) {
prog->SamplersValidated = GL_TRUE;
+ }
- if (!ctx->Driver.LinkShader(ctx, prog)) {
- prog->data->LinkStatus = linking_failure;
- }
+ if (prog->data->LinkStatus && !ctx->Driver.LinkShader(ctx, prog)) {
+ prog->data->LinkStatus = linking_failure;
}
/* Return early if we are loading the shader from on-disk cache */
--
2.15.0
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