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author | Brian Paul <brianp@vmware.com> | 2009-12-18 11:57:15 -0700 |
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committer | Brian Paul <brianp@vmware.com> | 2009-12-18 11:57:17 -0700 |
commit | 0478b745fe72360ce91988636b54f6e4834c1fae (patch) | |
tree | 3c5dd2e5f767f15176365d2c2e4a8218c4d99e96 /src/mesa/shader | |
parent | 20ee275974a58cd221031d522ad58a9548af2a31 (diff) | |
download | external_mesa3d-0478b745fe72360ce91988636b54f6e4834c1fae.zip external_mesa3d-0478b745fe72360ce91988636b54f6e4834c1fae.tar.gz external_mesa3d-0478b745fe72360ce91988636b54f6e4834c1fae.tar.bz2 |
glsl: clear out shader code before compiling
When we start compiling a shader, first free the existing gl_program.
This (mostly) fixes the piglit glsl-reload-source test.
Without this change, we were actually appending the new GPU code
onto the previous program.
Diffstat (limited to 'src/mesa/shader')
-rw-r--r-- | src/mesa/shader/slang/slang_compile.c | 24 |
1 files changed, 13 insertions, 11 deletions
diff --git a/src/mesa/shader/slang/slang_compile.c b/src/mesa/shader/slang/slang_compile.c index c1b97c7..95c44e3 100644 --- a/src/mesa/shader/slang/slang_compile.c +++ b/src/mesa/shader/slang/slang_compile.c @@ -2738,6 +2738,7 @@ _slang_compile(GLcontext *ctx, struct gl_shader *shader) slang_info_log info_log; slang_code_object obj; slang_unit_type type; + GLenum progTarget; if (shader->Type == GL_VERTEX_SHADER) { type = SLANG_UNIT_VERTEX_SHADER; @@ -2754,17 +2755,18 @@ _slang_compile(GLcontext *ctx, struct gl_shader *shader) shader->Main = GL_FALSE; - if (!shader->Program) { - GLenum progTarget; - if (shader->Type == GL_VERTEX_SHADER) - progTarget = GL_VERTEX_PROGRAM_ARB; - else - progTarget = GL_FRAGMENT_PROGRAM_ARB; - shader->Program = ctx->Driver.NewProgram(ctx, progTarget, 1); - shader->Program->Parameters = _mesa_new_parameter_list(); - shader->Program->Varying = _mesa_new_parameter_list(); - shader->Program->Attributes = _mesa_new_parameter_list(); - } + /* free the shader's old instructions, etc */ + _mesa_reference_program(ctx, &shader->Program, NULL); + + /* allocate new GPU program, parameter lists, etc. */ + if (shader->Type == GL_VERTEX_SHADER) + progTarget = GL_VERTEX_PROGRAM_ARB; + else + progTarget = GL_FRAGMENT_PROGRAM_ARB; + shader->Program = ctx->Driver.NewProgram(ctx, progTarget, 1); + shader->Program->Parameters = _mesa_new_parameter_list(); + shader->Program->Varying = _mesa_new_parameter_list(); + shader->Program->Attributes = _mesa_new_parameter_list(); slang_info_log_construct(&info_log); _slang_code_object_ctr(&obj); |