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authorKenneth Graunke <[email protected]>2015-04-15 02:16:47 -0700
committerKenneth Graunke <[email protected]>2015-04-17 12:07:35 -0700
commitcd9058fae3eddaa0e88cd3557684700852f86a5a (patch)
tree2669ce38fa7eaf7e1e5ccf0fcfb913870bdb1cb0 /src/gallium/targets
parenteb6e770889536e44da0947b64955e9a923ba98f6 (diff)
i965: Make shader_time store names/ids instead of referencing shaders.
Jason noticed that shader_time was bumping the reference count on the gl_shader_program and gl_program structures, in code called during compilation. Not only were these never unreferenced, but it meant fragment shaders might be referenced twice (SIMD8 and SIMD16)...or only once. We don't actually need the programs. We just need their numeric ID and their language (GLSL/ARB/FF) or KHR_debug label. If there's a label, we have to strdup it since the underlying program could be deleted. To be fair, we're not exactly cleaning that up either, but we at least ralloc it out of the shader_time arrays, so if we ever bother cleaning those up, they'll go away properly. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Acked-by: Anuj Phogat <[email protected]>
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