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authorTimothy Arceri <timothy.arceri@collabora.com>2016-11-02 09:49:58 +1100
committerEmil Velikov <emil.l.velikov@gmail.com>2016-11-09 13:53:50 +0000
commitbd3fde40681171d91b058e016847f4b69470ba8e (patch)
tree4206ca455965a95e745b6cd96de011df526a3aab /src/mesa
parent2478cfe41db41b5ab9b2ed2c0da9b1dcfc1cfe50 (diff)
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mesa/glsl: delete previously linked shaders earlier when linking
This moves the delete linked shaders call to _mesa_clear_shader_program_data() which makes sure we delete them before returning due to any validation problems. It also reduces some code duplication. From the OpenGL 4.5 Core spec: "If LinkProgram failed, any information about a previous link of that program object is lost. Thus, a failed link does not restore the old state of program. ... If one of these commands is called with a program for which LinkProgram failed, no error is generated unless otherwise noted. Implementations may return information on variables and interface blocks that would have been active had the program been linked successfully. In cases where the link failed because the program required too many resources, these commands may help applications determine why limits were exceeded." Therefore it's expected that we shouldn't be able to query the program that failed to link and retrieve information about a previously successful link. Before this change the linker was doing validation before freeing the previously linked shaders and therefore could exit on failure before they were freed. This change also fixes an issue in compat profile where a program with no shaders attached is expect to fall back to fixed function but was instead trying to relink IR from a previous link. Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97715 Cc: "13.0" <mesa-stable@lists.freedesktop.org> (cherry picked from commit d2861d682a235993844989f7742c9539c3e10245)
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/main/shaderobj.c23
-rw-r--r--src/mesa/main/shaderobj.h3
-rw-r--r--src/mesa/program/ir_to_mesa.cpp2
3 files changed, 13 insertions, 15 deletions
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
index 136ac7b..8fd574e 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -291,12 +291,18 @@ _mesa_new_shader_program(GLuint name)
* Clear (free) the shader program state that gets produced by linking.
*/
void
-_mesa_clear_shader_program_data(struct gl_shader_program *shProg)
+_mesa_clear_shader_program_data(struct gl_context *ctx,
+ struct gl_shader_program *shProg)
{
- unsigned i;
+ for (gl_shader_stage sh = 0; sh < MESA_SHADER_STAGES; sh++) {
+ if (shProg->_LinkedShaders[sh] != NULL) {
+ _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[sh]);
+ shProg->_LinkedShaders[sh] = NULL;
+ }
+ }
if (shProg->UniformStorage) {
- for (i = 0; i < shProg->NumUniformStorage; ++i)
+ for (unsigned i = 0; i < shProg->NumUniformStorage; ++i)
_mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]);
ralloc_free(shProg->UniformStorage);
shProg->NumUniformStorage = 0;
@@ -347,11 +353,10 @@ _mesa_free_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
GLuint i;
- gl_shader_stage sh;
assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
- _mesa_clear_shader_program_data(shProg);
+ _mesa_clear_shader_program_data(ctx, shProg);
if (shProg->AttributeBindings) {
string_to_uint_map_dtor(shProg->AttributeBindings);
@@ -385,14 +390,6 @@ _mesa_free_shader_program_data(struct gl_context *ctx,
shProg->TransformFeedback.VaryingNames = NULL;
shProg->TransformFeedback.NumVarying = 0;
-
- for (sh = 0; sh < MESA_SHADER_STAGES; sh++) {
- if (shProg->_LinkedShaders[sh] != NULL) {
- _mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[sh]);
- shProg->_LinkedShaders[sh] = NULL;
- }
- }
-
free(shProg->Label);
shProg->Label = NULL;
}
diff --git a/src/mesa/main/shaderobj.h b/src/mesa/main/shaderobj.h
index 814a7f1..1249732 100644
--- a/src/mesa/main/shaderobj.h
+++ b/src/mesa/main/shaderobj.h
@@ -99,7 +99,8 @@ extern struct gl_shader_program *
_mesa_new_shader_program(GLuint name);
extern void
-_mesa_clear_shader_program_data(struct gl_shader_program *shProg);
+_mesa_clear_shader_program_data(struct gl_context *ctx,
+ struct gl_shader_program *shProg);
extern void
_mesa_free_shader_program_data(struct gl_context *ctx,
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index bd65df2..2a29d69 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -3052,7 +3052,7 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
unsigned int i;
- _mesa_clear_shader_program_data(prog);
+ _mesa_clear_shader_program_data(ctx, prog);
prog->LinkStatus = GL_TRUE;