glsl: better handling of linker failures

Upon link error, exit translation loop, free program instructions.
Check for null pointers in calling code.
This commit is contained in:
Brian Paul
2010-11-23 17:18:44 -07:00
parent 2900e56f9d
commit 6162773ea4

View File

@@ -2609,8 +2609,9 @@ set_uniform_initializers(struct gl_context *ctx,
/**
* Convert a shader's GLSL IR into a Mesa gl_program.
*/
struct gl_program *
get_mesa_program(struct gl_context *ctx, struct gl_shader_program *shader_program,
static struct gl_program *
get_mesa_program(struct gl_context *ctx,
struct gl_shader_program *shader_program,
struct gl_shader *shader)
{
ir_to_mesa_visitor v;
@@ -2756,6 +2757,15 @@ get_mesa_program(struct gl_context *ctx, struct gl_shader_program *shader_progra
mesa_inst++;
i++;
if (!shader_program->LinkStatus)
break;
}
if (!shader_program->LinkStatus) {
free(mesa_instructions);
_mesa_reference_program(ctx, &shader->Program, NULL);
return NULL;
}
set_branchtargets(&v, mesa_instructions, num_instructions);
@@ -2866,30 +2876,34 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
struct gl_program *linked_prog;
bool ok = true;
if (prog->_LinkedShaders[i] == NULL)
continue;
linked_prog = get_mesa_program(ctx, prog, prog->_LinkedShaders[i]);
switch (prog->_LinkedShaders[i]->Type) {
case GL_VERTEX_SHADER:
_mesa_reference_vertprog(ctx, &prog->VertexProgram,
(struct gl_vertex_program *)linked_prog);
ok = ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
linked_prog);
break;
case GL_FRAGMENT_SHADER:
_mesa_reference_fragprog(ctx, &prog->FragmentProgram,
(struct gl_fragment_program *)linked_prog);
ok = ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
linked_prog);
break;
}
if (!ok) {
return GL_FALSE;
if (linked_prog) {
bool ok = true;
switch (prog->_LinkedShaders[i]->Type) {
case GL_VERTEX_SHADER:
_mesa_reference_vertprog(ctx, &prog->VertexProgram,
(struct gl_vertex_program *)linked_prog);
ok = ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
linked_prog);
break;
case GL_FRAGMENT_SHADER:
_mesa_reference_fragprog(ctx, &prog->FragmentProgram,
(struct gl_fragment_program *)linked_prog);
ok = ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
linked_prog);
break;
}
if (!ok) {
return GL_FALSE;
}
}
_mesa_reference_program(ctx, &linked_prog, NULL);
}