[Mesa-dev] [PATCH 3/3] mesa: rework how we free gl_shader_program_data
Timothy Arceri
tarceri at itsqueeze.com
Wed Nov 8 06:58:27 UTC 2017
On 08/11/17 16:53, Kenneth Graunke wrote:
> On Tuesday, November 7, 2017 5:41:59 PM PST Timothy Arceri wrote:
>> When I introduced gl_shader_program_data one of the intentions was to
>> fix a bug where a failed linking attempt freed data required by a
>> currently active program. However I seem to have failed to finish
>> hooking up the final steps required to have the data hang around.
>>
>> Here we create a fresh instance of gl_shader_program_data every
>> time we link. gl_program has a reference to gl_shader_program_data
>> so it will be freed once the program is no longer active.
>>
>> Cc: Neil Roberts <nroberts at igalia.com>
>> Cc: "17.2 17.3" <mesa-stable at lists.freedesktop.org>
>> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102177
>> ---
>> src/mesa/main/shaderobj.c | 71 +++++++++++++++++------------------------
>> src/mesa/main/shaderobj.h | 3 ++
>> src/mesa/program/ir_to_mesa.cpp | 2 ++
>> 3 files changed, 35 insertions(+), 41 deletions(-)
>>
>> diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
>> index e2103bcde49..5501a0157db 100644
>> --- a/src/mesa/main/shaderobj.c
>> +++ b/src/mesa/main/shaderobj.c
>> @@ -192,7 +192,30 @@ _mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
>> /**********************************************************************/
>> /*** Shader Program object functions ***/
>> /**********************************************************************/
>> +static void
>> +free_shader_program_data(struct gl_shader_program_data *data)
>> +{
>
> I'm not sure why you need to ralloc_free things explicitly here.
>
> Most of these fields appear to be ralloc'd using "data" as the context.
> So, I'm not sure why you need to ralloc_free them all explicitly here.
> When you ralloc_free data (in the caller), it will free them too.
>
> Some of them weren't, but isn't that what you fixed in patch 2?
Yeah I did this first then noticed it was crashing so I fixed the
rallocs in patch 2. I noticed after sending I probably could drop the
rest of these rallocs and just leave the
_mesa_uniform_detach_all_driver_storage() calls. I'll fix this up locally.
>
> Otherwise, this looks good to me...hopefully Neil can take a look too...
>
>> + if (data->UniformStorage) {
>> + for (unsigned i = 0; i < data->NumUniformStorage; ++i)
>> + _mesa_uniform_detach_all_driver_storage(&data->UniformStorage[i]);
>> + ralloc_free(data->UniformStorage);
>> + }
>> +
>> + assert(data->InfoLog != NULL);
>> + ralloc_free(data->InfoLog);
>> +
>> + ralloc_free(data->UniformBlocks);
>> +
>> + ralloc_free(data->ShaderStorageBlocks);
>> + if (data->AtomicBuffers) {
>> + ralloc_free(data->AtomicBuffers);
>> + }
>> +
>> + if (data->ProgramResourceList) {
>> + ralloc_free(data->ProgramResourceList);
>> + }
>> +}
>>
>> void
>> _mesa_reference_shader_program_data(struct gl_context *ctx,
>> @@ -209,6 +232,7 @@ _mesa_reference_shader_program_data(struct gl_context *ctx,
>>
>> if (p_atomic_dec_zero(&oldData->RefCount)) {
>> assert(ctx);
>> + free_shader_program_data(oldData);
>> ralloc_free(oldData);
>> }
>>
>> @@ -259,14 +283,16 @@ _mesa_reference_shader_program_(struct gl_context *ctx,
>> }
>> }
>>
>> -static struct gl_shader_program_data *
>> -create_shader_program_data()
>> +struct gl_shader_program_data *
>> +_mesa_create_shader_program_data()
>> {
>> struct gl_shader_program_data *data;
>> data = rzalloc(NULL, struct gl_shader_program_data);
>> if (data)
>> data->RefCount = 1;
>>
>> + data->InfoLog = ralloc_strdup(data, "");
>> +
>> return data;
>> }
>>
>> @@ -286,8 +312,6 @@ init_shader_program(struct gl_shader_program *prog)
>> prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
>>
>> exec_list_make_empty(&prog->EmptyUniformLocations);
>> -
>> - prog->data->InfoLog = ralloc_strdup(prog->data, "");
>> }
>>
>> /**
>> @@ -300,7 +324,7 @@ _mesa_new_shader_program(GLuint name)
>> shProg = rzalloc(NULL, struct gl_shader_program);
>> if (shProg) {
>> shProg->Name = name;
>> - shProg->data = create_shader_program_data();
>> + shProg->data = _mesa_create_shader_program_data();
>> if (!shProg->data) {
>> ralloc_free(shProg);
>> return NULL;
>> @@ -310,7 +334,6 @@ _mesa_new_shader_program(GLuint name)
>> return shProg;
>> }
>>
>> -
>
> Bonus whitespace change
>
>> /**
>> * Clear (free) the shader program state that gets produced by linking.
>> */
>> @@ -325,17 +348,6 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
>> }
>> }
>>
>> - shProg->data->linked_stages = 0;
>> -
>> - if (shProg->data->UniformStorage) {
>> - for (unsigned i = 0; i < shProg->data->NumUniformStorage; ++i)
>> - _mesa_uniform_detach_all_driver_storage(&shProg->data->
>> - UniformStorage[i]);
>> - ralloc_free(shProg->data->UniformStorage);
>> - shProg->data->NumUniformStorage = 0;
>> - shProg->data->UniformStorage = NULL;
>> - }
>> -
>> if (shProg->UniformRemapTable) {
>> ralloc_free(shProg->UniformRemapTable);
>> shProg->NumUniformRemapTable = 0;
>> @@ -347,29 +359,7 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
>> shProg->UniformHash = NULL;
>> }
>>
>> - assert(shProg->data->InfoLog != NULL);
>> - ralloc_free(shProg->data->InfoLog);
>> - shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
>> -
>> - ralloc_free(shProg->data->UniformBlocks);
>> - shProg->data->UniformBlocks = NULL;
>> - shProg->data->NumUniformBlocks = 0;
>> -
>> - ralloc_free(shProg->data->ShaderStorageBlocks);
>> - shProg->data->ShaderStorageBlocks = NULL;
>> - shProg->data->NumShaderStorageBlocks = 0;
>> -
>> - if (shProg->data->AtomicBuffers) {
>> - ralloc_free(shProg->data->AtomicBuffers);
>> - shProg->data->AtomicBuffers = NULL;
>> - shProg->data->NumAtomicBuffers = 0;
>> - }
>> -
>> - if (shProg->data->ProgramResourceList) {
>> - ralloc_free(shProg->data->ProgramResourceList);
>> - shProg->data->ProgramResourceList = NULL;
>> - shProg->data->NumProgramResourceList = 0;
>> - }
>> + _mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
>> }
>>
>>
>> @@ -432,7 +422,6 @@ _mesa_delete_shader_program(struct gl_context *ctx,
>> struct gl_shader_program *shProg)
>> {
>> _mesa_free_shader_program_data(ctx, shProg);
>> - _mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
>> ralloc_free(shProg);
>> }
>>
>> diff --git a/src/mesa/main/shaderobj.h b/src/mesa/main/shaderobj.h
>> index 97b8ce7ac23..084848e220c 100644
>> --- a/src/mesa/main/shaderobj.h
>> +++ b/src/mesa/main/shaderobj.h
>> @@ -100,6 +100,9 @@ _mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
>> extern struct gl_shader_program *
>> _mesa_new_shader_program(GLuint name);
>>
>> +extern struct gl_shader_program_data *
>> +_mesa_create_shader_program_data(void);
>> +
>> extern void
>> _mesa_clear_shader_program_data(struct gl_context *ctx,
>> struct gl_shader_program *shProg);
>> diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
>> index aa330638836..327fd61d422 100644
>> --- a/src/mesa/program/ir_to_mesa.cpp
>> +++ b/src/mesa/program/ir_to_mesa.cpp
>> @@ -3067,6 +3067,8 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
>>
>> _mesa_clear_shader_program_data(ctx, prog);
>>
>> + prog->data = _mesa_create_shader_program_data();
>> +
>> prog->data->LinkStatus = linking_success;
>>
>> for (i = 0; i < prog->NumShaders; i++) {
>>
>
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