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authorKenneth Graunke <[email protected]>2012-07-19 13:41:34 -0700
committerKenneth Graunke <[email protected]>2012-07-22 14:34:44 -0700
commitc3bc41011f9ffe648b7dd4915c6202b776cd1ab4 (patch)
tree67142b8cae0b021ac8ff206d6cfa5a3fadc3bf2b /doxygen
parentcfdf60f236a525a0309146ce2da156bd3856c8b7 (diff)
mesa: Prevent repeated glDeleteShader() from blowing away our refcounts.
Calling glDeleteShader() should mark shaders as pending for deletion, but shouldn't decrement the refcount every time. Otherwise, repeated glDeleteShader() is not safe. This is particularly bad since glDeleteProgram() frees shaders: if you first call glDeleteShader() on the shaders attached to the program (thus decrementing the refcount), then called glDeleteProgram(), it would try to free them again (decrementing the refcount another time), causing a refcount > 0 assertion to fail. Similar to commit d950a778. NOTE: This is a candidate for the 8.0 branch. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Brian Paul <[email protected]>
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