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authorMarek Olšák <[email protected]>2015-10-05 23:18:18 +0200
committerMarek Olšák <[email protected]>2016-02-11 17:31:40 +0100
commita8aa73f7685831f2fe2512b25ee2acb64372ad7f (patch)
tree345ef863f34eb113e74d5ac9ede28a37e21b054d /src/mesa/state_tracker
parent906ecab450e21cc0554a39f846d374aedb72b428 (diff)
st/mesa: release GLSL IR in LinkShader after it's not needed
Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/state_tracker')
-rw-r--r--src/mesa/state_tracker/st_glsl_to_tgsi.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index ff89be37cbb..2ad91ecf4df 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -6149,6 +6149,10 @@ get_mesa_program(struct gl_context *ctx,
prog->OutputsWritten, 0ULL, prog->PatchOutputsWritten);
count_resources(v, prog);
+ /* The GLSL IR won't be needed anymore. */
+ ralloc_free(shader->ir);
+ shader->ir = NULL;
+
/* This must be done before the uniform storage is associated. */
if (shader->Type == GL_FRAGMENT_SHADER &&
(prog->InputsRead & VARYING_BIT_POS ||