mesa: Free old linked shaders when relinking new shaders.
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@@ -674,7 +674,8 @@ get_main_function_signature(gl_shader *sh)
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* shader is returned.
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*/
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static struct gl_shader *
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link_intrastage_shaders(struct gl_shader_program *prog,
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link_intrastage_shaders(GLcontext *ctx,
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struct gl_shader_program *prog,
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struct gl_shader **shader_list,
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unsigned num_shaders)
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{
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@@ -747,7 +748,7 @@ link_intrastage_shaders(struct gl_shader_program *prog,
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return NULL;
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}
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gl_shader *const linked = _mesa_new_shader(NULL, 0, main->Type);
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gl_shader *const linked = ctx->Driver.NewShader(NULL, 0, main->Type);
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linked->ir = new(linked) exec_list;
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clone_ir_list(linked, linked->ir, main->ir);
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@@ -1212,7 +1213,7 @@ assign_varying_locations(struct gl_shader_program *prog,
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void
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link_shaders(struct gl_shader_program *prog)
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link_shaders(GLcontext *ctx, struct gl_shader_program *prog)
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{
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prog->LinkStatus = false;
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prog->Validated = false;
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@@ -1270,12 +1271,16 @@ link_shaders(struct gl_shader_program *prog)
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prog->Version = max_version;
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for (unsigned int i = 0; i < prog->_NumLinkedShaders; i++) {
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ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
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}
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/* Link all shaders for a particular stage and validate the result.
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*/
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prog->_NumLinkedShaders = 0;
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if (num_vert_shaders > 0) {
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gl_shader *const sh =
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link_intrastage_shaders(prog, vert_shader_list, num_vert_shaders);
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link_intrastage_shaders(ctx, prog, vert_shader_list, num_vert_shaders);
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if (sh == NULL)
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goto done;
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@@ -1289,7 +1294,7 @@ link_shaders(struct gl_shader_program *prog)
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if (num_frag_shaders > 0) {
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gl_shader *const sh =
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link_intrastage_shaders(prog, frag_shader_list, num_frag_shaders);
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link_intrastage_shaders(ctx, prog, frag_shader_list, num_frag_shaders);
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if (sh == NULL)
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goto done;
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@@ -209,6 +209,10 @@ int
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main(int argc, char **argv)
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{
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int status = EXIT_SUCCESS;
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GLcontext local_ctx;
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GLcontext *ctx = &local_ctx;
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ctx->Driver.NewShader = _mesa_new_shader;
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int c;
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int idx = 0;
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@@ -265,7 +269,7 @@ main(int argc, char **argv)
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}
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if ((status == EXIT_SUCCESS) && do_link) {
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link_shaders(whole_program);
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link_shaders(ctx, whole_program);
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status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
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if (strlen(whole_program->InfoLog) > 0)
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@@ -30,4 +30,4 @@ extern "C" {
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}
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extern void
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link_shaders(struct gl_shader_program *prog);
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link_shaders(GLcontext *ctx, struct gl_shader_program *prog);
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@@ -2740,7 +2740,7 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
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_mesa_reference_fragprog(ctx, &prog->FragmentProgram, NULL);
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if (prog->LinkStatus) {
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link_shaders(prog);
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link_shaders(ctx, prog);
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/* We don't use the linker's uniforms list, and cook up our own at
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* generate time.
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