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so it will be freed once the program is no longer active.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
This commit is contained in:
Timothy Arceri
2017-11-08 10:57:21 +11:00
parent 9c33533586
commit 6a72eba755
3 changed files with 18 additions and 42 deletions

View File

@@ -193,7 +193,6 @@ _mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
/*** Shader Program object functions ***/
/**********************************************************************/
void
_mesa_reference_shader_program_data(struct gl_context *ctx,
struct gl_shader_program_data **ptr,
@@ -209,6 +208,12 @@ _mesa_reference_shader_program_data(struct gl_context *ctx,
if (p_atomic_dec_zero(&oldData->RefCount)) {
assert(ctx);
assert(oldData->NumUniformStorage == 0 ||
oldData->UniformStorage);
for (unsigned i = 0; i < oldData->NumUniformStorage; ++i)
_mesa_uniform_detach_all_driver_storage(&oldData->UniformStorage[i]);
ralloc_free(oldData);
}
@@ -259,13 +264,15 @@ _mesa_reference_shader_program_(struct gl_context *ctx,
}
}
static struct gl_shader_program_data *
create_shader_program_data()
struct gl_shader_program_data *
_mesa_create_shader_program_data()
{
struct gl_shader_program_data *data;
data = rzalloc(NULL, struct gl_shader_program_data);
if (data)
if (data) {
data->RefCount = 1;
data->InfoLog = ralloc_strdup(data, "");
}
return data;
}
@@ -286,8 +293,6 @@ init_shader_program(struct gl_shader_program *prog)
prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
exec_list_make_empty(&prog->EmptyUniformLocations);
prog->data->InfoLog = ralloc_strdup(prog->data, "");
}
/**
@@ -300,7 +305,7 @@ _mesa_new_shader_program(GLuint name)
shProg = rzalloc(NULL, struct gl_shader_program);
if (shProg) {
shProg->Name = name;
shProg->data = create_shader_program_data();
shProg->data = _mesa_create_shader_program_data();
if (!shProg->data) {
ralloc_free(shProg);
return NULL;
@@ -325,17 +330,6 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
}
}
shProg->data->linked_stages = 0;
if (shProg->data->UniformStorage) {
for (unsigned i = 0; i < shProg->data->NumUniformStorage; ++i)
_mesa_uniform_detach_all_driver_storage(&shProg->data->
UniformStorage[i]);
ralloc_free(shProg->data->UniformStorage);
shProg->data->NumUniformStorage = 0;
shProg->data->UniformStorage = NULL;
}
if (shProg->UniformRemapTable) {
ralloc_free(shProg->UniformRemapTable);
shProg->NumUniformRemapTable = 0;
@@ -347,29 +341,7 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
shProg->UniformHash = NULL;
}
assert(shProg->data->InfoLog != NULL);
ralloc_free(shProg->data->InfoLog);
shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
ralloc_free(shProg->data->UniformBlocks);
shProg->data->UniformBlocks = NULL;
shProg->data->NumUniformBlocks = 0;
ralloc_free(shProg->data->ShaderStorageBlocks);
shProg->data->ShaderStorageBlocks = NULL;
shProg->data->NumShaderStorageBlocks = 0;
if (shProg->data->AtomicBuffers) {
ralloc_free(shProg->data->AtomicBuffers);
shProg->data->AtomicBuffers = NULL;
shProg->data->NumAtomicBuffers = 0;
}
if (shProg->data->ProgramResourceList) {
ralloc_free(shProg->data->ProgramResourceList);
shProg->data->ProgramResourceList = NULL;
shProg->data->NumProgramResourceList = 0;
}
_mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
}
@@ -432,7 +404,6 @@ _mesa_delete_shader_program(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
_mesa_free_shader_program_data(ctx, shProg);
_mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
ralloc_free(shProg);
}

View File

@@ -100,6 +100,9 @@ _mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
extern struct gl_shader_program *
_mesa_new_shader_program(GLuint name);
extern struct gl_shader_program_data *
_mesa_create_shader_program_data(void);
extern void
_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg);

View File

@@ -3067,6 +3067,8 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
_mesa_clear_shader_program_data(ctx, prog);
prog->data = _mesa_create_shader_program_data();
prog->data->LinkStatus = linking_success;
for (i = 0; i < prog->NumShaders; i++) {