mesa: rework how we free gl_shader_program_data
When I introduced gl_shader_program_data one of the intentions was to fix a bug where a failed linking attempt freed data required by a currently active program. However I seem to have failed to finish hooking up the final steps required to have the data hang around. Here we create a fresh instance of gl_shader_program_data every time we link. gl_program has a reference to gl_shader_program_data so it will be freed once the program is no longer active. Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org> Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Neil Roberts <nroberts@igalia.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102177
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@@ -193,7 +193,6 @@ _mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
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/*** Shader Program object functions ***/
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/**********************************************************************/
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void
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_mesa_reference_shader_program_data(struct gl_context *ctx,
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struct gl_shader_program_data **ptr,
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@@ -209,6 +208,12 @@ _mesa_reference_shader_program_data(struct gl_context *ctx,
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if (p_atomic_dec_zero(&oldData->RefCount)) {
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assert(ctx);
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assert(oldData->NumUniformStorage == 0 ||
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oldData->UniformStorage);
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for (unsigned i = 0; i < oldData->NumUniformStorage; ++i)
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_mesa_uniform_detach_all_driver_storage(&oldData->UniformStorage[i]);
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ralloc_free(oldData);
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}
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@@ -259,13 +264,15 @@ _mesa_reference_shader_program_(struct gl_context *ctx,
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}
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}
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static struct gl_shader_program_data *
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create_shader_program_data()
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struct gl_shader_program_data *
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_mesa_create_shader_program_data()
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{
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struct gl_shader_program_data *data;
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data = rzalloc(NULL, struct gl_shader_program_data);
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if (data)
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if (data) {
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data->RefCount = 1;
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data->InfoLog = ralloc_strdup(data, "");
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}
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return data;
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}
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@@ -286,8 +293,6 @@ init_shader_program(struct gl_shader_program *prog)
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prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
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exec_list_make_empty(&prog->EmptyUniformLocations);
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prog->data->InfoLog = ralloc_strdup(prog->data, "");
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}
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/**
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@@ -300,7 +305,7 @@ _mesa_new_shader_program(GLuint name)
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shProg = rzalloc(NULL, struct gl_shader_program);
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if (shProg) {
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shProg->Name = name;
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shProg->data = create_shader_program_data();
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shProg->data = _mesa_create_shader_program_data();
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if (!shProg->data) {
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ralloc_free(shProg);
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return NULL;
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@@ -325,17 +330,6 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
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}
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}
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shProg->data->linked_stages = 0;
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if (shProg->data->UniformStorage) {
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for (unsigned i = 0; i < shProg->data->NumUniformStorage; ++i)
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_mesa_uniform_detach_all_driver_storage(&shProg->data->
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UniformStorage[i]);
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ralloc_free(shProg->data->UniformStorage);
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shProg->data->NumUniformStorage = 0;
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shProg->data->UniformStorage = NULL;
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}
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if (shProg->UniformRemapTable) {
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ralloc_free(shProg->UniformRemapTable);
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shProg->NumUniformRemapTable = 0;
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@@ -347,29 +341,7 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
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shProg->UniformHash = NULL;
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}
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assert(shProg->data->InfoLog != NULL);
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ralloc_free(shProg->data->InfoLog);
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shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
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ralloc_free(shProg->data->UniformBlocks);
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shProg->data->UniformBlocks = NULL;
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shProg->data->NumUniformBlocks = 0;
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ralloc_free(shProg->data->ShaderStorageBlocks);
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shProg->data->ShaderStorageBlocks = NULL;
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shProg->data->NumShaderStorageBlocks = 0;
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if (shProg->data->AtomicBuffers) {
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ralloc_free(shProg->data->AtomicBuffers);
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shProg->data->AtomicBuffers = NULL;
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shProg->data->NumAtomicBuffers = 0;
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}
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if (shProg->data->ProgramResourceList) {
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ralloc_free(shProg->data->ProgramResourceList);
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shProg->data->ProgramResourceList = NULL;
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shProg->data->NumProgramResourceList = 0;
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}
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_mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
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}
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@@ -432,7 +404,6 @@ _mesa_delete_shader_program(struct gl_context *ctx,
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struct gl_shader_program *shProg)
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{
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_mesa_free_shader_program_data(ctx, shProg);
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_mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
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ralloc_free(shProg);
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}
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@@ -100,6 +100,9 @@ _mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
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extern struct gl_shader_program *
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_mesa_new_shader_program(GLuint name);
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extern struct gl_shader_program_data *
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_mesa_create_shader_program_data(void);
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extern void
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_mesa_clear_shader_program_data(struct gl_context *ctx,
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struct gl_shader_program *shProg);
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@@ -3067,6 +3067,8 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
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_mesa_clear_shader_program_data(ctx, prog);
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prog->data = _mesa_create_shader_program_data();
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prog->data->LinkStatus = linking_success;
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for (i = 0; i < prog->NumShaders; i++) {
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