diff options
author | Timothy Arceri <[email protected]> | 2016-11-02 09:49:58 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2016-11-03 11:58:53 +1100 |
commit | d2861d682a235993844989f7742c9539c3e10245 (patch) | |
tree | f98a65b7bb0deab5c4fdd3276c755e5cc54efe8c /src/mesa/main/shaderobj.c | |
parent | 903e5eae974c125c2605fad465f7cf6863143199 (diff) |
mesa/glsl: delete previously linked shaders earlier when linking
This moves the delete linked shaders call to
_mesa_clear_shader_program_data() which makes sure we delete them
before returning due to any validation problems.
It also reduces some code duplication.
From the OpenGL 4.5 Core spec:
"If LinkProgram failed, any information about a previous link of
that program object is lost. Thus, a failed link does not restore
the old state of program.
...
If one of these commands is called with a program for which
LinkProgram failed, no error is generated unless otherwise noted.
Implementations may return information on variables and interface
blocks that would have been active had the program been linked
successfully. In cases where the link failed because the program
required too many resources, these commands may help applications
determine why limits were exceeded."
Therefore it's expected that we shouldn't be able to query the
program that failed to link and retrieve information about a
previously successful link.
Before this change the linker was doing validation before freeing
the previously linked shaders and therefore could exit on failure
before they were freed.
This change also fixes an issue in compat profile where a program
with no shaders attached is expect to fall back to fixed function
but was instead trying to relink IR from a previous link.
Reviewed-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97715
Cc: "13.0" <[email protected]>
Diffstat (limited to 'src/mesa/main/shaderobj.c')
-rw-r--r-- | src/mesa/main/shaderobj.c | 23 |
1 files changed, 10 insertions, 13 deletions
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c index 136ac7b46a6..8fd574e5121 100644 --- a/src/mesa/main/shaderobj.c +++ b/src/mesa/main/shaderobj.c @@ -291,12 +291,18 @@ _mesa_new_shader_program(GLuint name) * Clear (free) the shader program state that gets produced by linking. */ void -_mesa_clear_shader_program_data(struct gl_shader_program *shProg) +_mesa_clear_shader_program_data(struct gl_context *ctx, + struct gl_shader_program *shProg) { - unsigned i; + for (gl_shader_stage sh = 0; sh < MESA_SHADER_STAGES; sh++) { + if (shProg->_LinkedShaders[sh] != NULL) { + _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[sh]); + shProg->_LinkedShaders[sh] = NULL; + } + } if (shProg->UniformStorage) { - for (i = 0; i < shProg->NumUniformStorage; ++i) + for (unsigned i = 0; i < shProg->NumUniformStorage; ++i) _mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]); ralloc_free(shProg->UniformStorage); shProg->NumUniformStorage = 0; @@ -347,11 +353,10 @@ _mesa_free_shader_program_data(struct gl_context *ctx, struct gl_shader_program *shProg) { GLuint i; - gl_shader_stage sh; assert(shProg->Type == GL_SHADER_PROGRAM_MESA); - _mesa_clear_shader_program_data(shProg); + _mesa_clear_shader_program_data(ctx, shProg); if (shProg->AttributeBindings) { string_to_uint_map_dtor(shProg->AttributeBindings); @@ -385,14 +390,6 @@ _mesa_free_shader_program_data(struct gl_context *ctx, shProg->TransformFeedback.VaryingNames = NULL; shProg->TransformFeedback.NumVarying = 0; - - for (sh = 0; sh < MESA_SHADER_STAGES; sh++) { - if (shProg->_LinkedShaders[sh] != NULL) { - _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[sh]); - shProg->_LinkedShaders[sh] = NULL; - } - } - free(shProg->Label); shProg->Label = NULL; } |