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authorTimothy Arceri <[email protected]>2016-10-31 23:54:03 +1100
committerTimothy Arceri <[email protected]>2016-11-19 07:42:33 +1100
commit9d96d3803ab5dc896d4844ac785db57bb1717f91 (patch)
treee9a688d77f579e5184068bbc1aeaf349853b4871 /src/mesa/program
parent2b8f97d0ff0836b1d1c8753a81a8810df385b21d (diff)
glsl: create gl_program at the start of linking rather than the end
This will allow us to directly store metadata we want to retain in gl_program this metadata is currently stored in gl_linked_shader and will be lost if relinking fails even though the program will remain in use and is still valid according to the spec. "If a program object that is active for any shader stage is re-linked unsuccessfully, the link status will be set to FALSE, but any existing executables and associated state will remain part of the current rendering state until a subsequent call to UseProgram, UseProgramStages, or BindProgramPipeline removes them from use." This change will also help avoid the double handing that happens in _mesa_copy_linked_program_data(). Reviewed-by: Emil Velikov <[email protected]>
Diffstat (limited to 'src/mesa/program')
-rw-r--r--src/mesa/program/ir_to_mesa.cpp7
1 files changed, 1 insertions, 6 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 7f4212333f1..88a7f368ee1 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -2794,9 +2794,7 @@ get_mesa_program(struct gl_context *ctx,
validate_ir_tree(shader->ir);
- prog = ctx->Driver.NewProgram(ctx, target, shader_program->Name);
- if (!prog)
- return NULL;
+ prog = shader->Program;
prog->Parameters = _mesa_new_parameter_list();
v.ctx = ctx;
v.prog = prog;
@@ -2929,9 +2927,6 @@ get_mesa_program(struct gl_context *ctx,
prog->info.fs.depth_layout = shader_program->FragDepthLayout;
}
- /* Don't use _mesa_reference_program() just take ownership */
- shader->Program = prog;
-
if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0) {
_mesa_optimize_program(ctx, prog, prog);
}