diff options
author | Timothy Arceri <[email protected]> | 2017-02-13 09:34:54 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2017-02-17 11:18:42 +1100 |
commit | e5bb4a0b0f4743fa0a0567991dca751ef49a7200 (patch) | |
tree | 23ac824bb7ecc033145244df6688adbbc1be3f71 /src/compiler/glsl/glsl_parser_extras.cpp | |
parent | 877194068208a9fb87f7b5513bca85d09be8a20f (diff) |
glsl: use correct shader source in case of cache fallback
The scenario is:
glShaderSource
glCompileShader <-- deferred due to cache hit of shader
glShaderSource <-- with new source code
glAttachShader
glLinkProgram <-- no cache hit for program
At this point we need to compile the original source when we
fallback.
Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/compiler/glsl/glsl_parser_extras.cpp')
-rw-r--r-- | src/compiler/glsl/glsl_parser_extras.cpp | 11 |
1 files changed, 10 insertions, 1 deletions
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp index 833b5fefa18..375a99a49da 100644 --- a/src/compiler/glsl/glsl_parser_extras.cpp +++ b/src/compiler/glsl/glsl_parser_extras.cpp @@ -1927,7 +1927,8 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, { struct _mesa_glsl_parse_state *state = new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader); - const char *source = shader->Source; + const char *source = force_recompile && shader->FallbackSource ? + shader->FallbackSource : shader->Source; if (ctx->Const.GenerateTemporaryNames) (void) p_atomic_cmpxchg(&ir_variable::temporaries_allocate_names, @@ -1946,6 +1947,9 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, _mesa_sha1_format(buf, shader->sha1)); } shader->CompileStatus = true; + + free((void *)shader->FallbackSource); + shader->FallbackSource = NULL; return; } } @@ -2067,6 +2071,11 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, _mesa_glsl_initialize_derived_variables(ctx, shader); + if (!force_recompile) { + free((void *)shader->FallbackSource); + shader->FallbackSource = NULL; + } + delete state->symbols; ralloc_free(state); } |