From 9d96d3803ab5dc896d4844ac785db57bb1717f91 Mon Sep 17 00:00:00 2001 From: Timothy Arceri Date: Mon, 31 Oct 2016 23:54:03 +1100 Subject: 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 --- src/compiler/glsl/linker.cpp | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) (limited to 'src/compiler/glsl') diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index cc28b26964a..e34cf286b54 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -72,6 +72,7 @@ #include "ir.h" #include "program.h" #include "program/prog_instruction.h" +#include "program/program.h" #include "util/set.h" #include "util/string_to_uint_map.h" #include "linker.h" @@ -2187,6 +2188,21 @@ link_intrastage_shaders(void *mem_ctx, } gl_linked_shader *linked = ctx->Driver.NewShader(shader_list[0]->Stage); + + /* Create program and attach it to the linked shader */ + struct gl_program *gl_prog = + ctx->Driver.NewProgram(ctx, + _mesa_shader_stage_to_program(shader_list[0]->Stage), + prog->Name); + if (!prog) { + prog->LinkStatus = false; + _mesa_delete_linked_shader(ctx, linked); + return NULL; + } + + /* Don't use _mesa_reference_program() just take ownership */ + linked->Program = gl_prog; + linked->ir = new(linked) exec_list; clone_ir_list(mem_ctx, linked->ir, main->ir); -- cgit v1.2.3