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authorTimothy Arceri <[email protected]>2017-02-13 09:34:54 +1100
committerTimothy Arceri <[email protected]>2017-02-17 11:18:42 +1100
commite5bb4a0b0f4743fa0a0567991dca751ef49a7200 (patch)
tree23ac824bb7ecc033145244df6688adbbc1be3f71 /src/mesa/main/shaderapi.c
parent877194068208a9fb87f7b5513bca85d09be8a20f (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/mesa/main/shaderapi.c')
-rw-r--r--src/mesa/main/shaderapi.c15
1 files changed, 12 insertions, 3 deletions
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index 86ce0bc5fdf..0c38cea2555 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -1003,9 +1003,18 @@ shader_source(struct gl_shader *sh, const GLchar *source)
{
assert(sh);
- /* free old shader source string and install new one */
- free((void *)sh->Source);
- sh->Source = source;
+ if (sh->CompileStatus == GL_TRUE && !sh->FallbackSource) {
+ /* If shader was previously compiled back-up the source in case of cache
+ * fallback.
+ */
+ sh->FallbackSource = sh->Source;
+ sh->Source = source;
+ } else {
+ /* free old shader source string and install new one */
+ free((void *)sh->Source);
+ sh->Source = source;
+ }
+
#ifdef DEBUG
sh->SourceChecksum = util_hash_crc32(sh->Source, strlen(sh->Source));
#endif