glsl: avoid leaking linked gl_shader when there's a late linker error

This makes piglit mixing-clip-distance-and-clip-vertex-disallowed have 0
definitely lost blocks with valgrind. (Same non-0 number of possibly
lost blocks though.)

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Tobias Klausmann <tobias.johannes.klausmann@mni.thm.de>
Cc: "10.5 10.6" <mesa-stable@lists.freedesktop.org>
This commit is contained in:
Ilia Mirkin
2015-05-17 17:56:44 -04:00
parent 6a111e54d7
commit 5646f0f18a

View File

@@ -2829,8 +2829,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
num_shaders[stage]);
if (!prog->LinkStatus)
if (!prog->LinkStatus) {
if (sh)
ctx->Driver.DeleteShader(ctx, sh);
goto done;
}
switch (stage) {
case MESA_SHADER_VERTEX:
@@ -2843,8 +2846,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
validate_fragment_shader_executable(prog, sh);
break;
}
if (!prog->LinkStatus)
if (!prog->LinkStatus) {
if (sh)
ctx->Driver.DeleteShader(ctx, sh);
goto done;
}
_mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh);
}