[Mesa-dev] [PATCH] program: Don't reset SamplersValidated when restoring from shader cache

Timothy Arceri tarceri at itsqueeze.com
Wed Dec 13 05:34:03 UTC 2017


Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>

On 13/12/17 09:20, Jordan Justen wrote:
> 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 */
> 


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