[Mesa-stable] [Mesa-dev] [PATCH] i965: do not release GLSL IR for SSO programs

Timothy Arceri timothy.arceri at collabora.com
Wed Oct 26 05:15:53 UTC 2016


On Tue, 2016-10-25 at 09:39 +0300, Tapani Pälli wrote:
> SSO shader programs can be later modified by attaching/detaching
> shaders and relinked, this requires IR.

Doesn't relinking recreate the IR? We can relink exiting shaders into
new programs. The IR is cloned from gl_shader (the compiled IR) before
this happens.

Where exactly are things falling over for SSO?

>  This patch fixes regression
> caused by 4542c7ed5fc6d8cb2495d322b4f06d802d7292cc.
> 
> Signed-off-by: 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>
> ---
>  src/mesa/drivers/dri/i965/brw_link.cpp | 17 ++++++++++-------
>  1 file changed, 10 insertions(+), 7 deletions(-)
> 
> diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp
> b/src/mesa/drivers/dri/i965/brw_link.cpp
> index 5ea9773..ffb66a9 100644
> --- a/src/mesa/drivers/dri/i965/brw_link.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_link.cpp
> @@ -290,14 +290,17 @@ brw_link_shader(struct gl_context *ctx, struct
> gl_shader_program *shProg)
>  
>     build_program_resource_list(ctx, shProg);
>  
> -   for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders);
> stage++) {
> -      struct gl_linked_shader *shader = shProg-
> >_LinkedShaders[stage];
> -      if (!shader)
> -         continue;
> +   /* We can't free IR for SSO programs since those may need
> relinking. */
> +   if (!shProg->SeparateShader) {
> +      for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders);
> stage++) {
> +         struct gl_linked_shader *shader = shProg-
> >_LinkedShaders[stage];
> +         if (!shader)
> +            continue;
>  
> -      /* The GLSL IR won't be needed anymore. */
> -      ralloc_free(shader->ir);
> -      shader->ir = NULL;
> +         /* The GLSL IR won't be needed anymore. */
> +         ralloc_free(shader->ir);
> +         shader->ir = NULL;
> +      }
>     }
>  
>     return true;


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