diff options
author | Timothy Arceri <[email protected]> | 2017-02-23 14:42:07 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2017-02-24 09:01:59 +1100 |
commit | c24d0aaa9a197ccf7cbaa9154b840aed6397f6bd (patch) | |
tree | ffd65bbda66a0c8273b870b200b4ed8e5b10ce11 /src/mesa | |
parent | 261092f7d4f3142760fcce98ccb63b4efd47cc48 (diff) |
st/mesa: fix crash in shader cache cased by race condition
If a thread doesn't load GLSL IR from cache but does load TGSI
from cache (that was created by another thread) than it will
crash due to expecting gl_program_parameter_list to have been
restored from the GLSL IR cache and not be null.
Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Michel Dänzer <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/state_tracker/st_shader_cache.c | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/src/mesa/state_tracker/st_shader_cache.c b/src/mesa/state_tracker/st_shader_cache.c index 607e5b10766..eb66f999a5b 100644 --- a/src/mesa/state_tracker/st_shader_cache.c +++ b/src/mesa/state_tracker/st_shader_cache.c @@ -233,6 +233,14 @@ st_load_tgsi_from_disk_cache(struct gl_context *ctx, ralloc_free(buf); } + /* Now that we have created the sha1 keys that will be used for writting to + * the tgsi cache fallback to the regular glsl to tgsi path if we didn't + * load the GLSL IR from cache. We do this as glsl to tgsi can alter things + * such as gl_program_parameter_list which holds things like uniforms. + */ + if (prog->data->LinkStatus != linking_skipped) + return false; + struct st_context *st = st_context(ctx); for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (prog->_LinkedShaders[i] == NULL) @@ -389,12 +397,6 @@ st_load_tgsi_from_disk_cache(struct gl_context *ctx, fallback_recompile: - /* GLSL IR was compiled and linked so just fallback to the regular - * glsl to tgsi path. - */ - if (prog->data->LinkStatus != linking_skipped) - return false; - for (unsigned i = 0; i < prog->NumShaders; i++) { _mesa_glsl_compile_shader(ctx, prog->Shaders[i], false, false, true); } |