gallium: implement full reference counting for vertex/fragment programs

Use _mesa_reference_vert/fragprog() wherever we assign program pointers.
Fixes a memory corruption bug found with glean/api2 test.
Another memory bug involving shaders yet to be fixed...

Picked from gallium-0.1
This commit is contained in:
Brian Paul
2008-05-07 08:55:33 -06:00
parent 10b7192747
commit a56a59ce74
11 changed files with 170 additions and 74 deletions

View File

@@ -982,16 +982,20 @@ update_program(GLcontext *ctx)
#endif
if (shProg && shProg->LinkStatus && shProg->FragmentProgram) {
/* user-defined fragment shader */
ctx->FragmentProgram._Current = shProg->FragmentProgram;
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
shProg->FragmentProgram);
}
else if (ctx->FragmentProgram._Enabled) {
/* use user-defined fragment program */
ctx->FragmentProgram._Current = ctx->FragmentProgram.Current;
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
ctx->FragmentProgram.Current);
}
else if (ctx->FragmentProgram._MaintainTexEnvProgram) {
/* fragment program generated from fixed-function state */
ctx->FragmentProgram._Current = _mesa_get_fixed_func_fragment_program(ctx);
ctx->FragmentProgram._TexEnvProgram = ctx->FragmentProgram._Current;
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
_mesa_get_fixed_func_fragment_program(ctx));
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram,
ctx->FragmentProgram._Current);
/* XXX get rid of this confusing stuff someday? */
ctx->FragmentProgram._Active = ctx->FragmentProgram._Enabled;
@@ -1000,7 +1004,7 @@ update_program(GLcontext *ctx)
}
else {
/* no fragment program */
ctx->FragmentProgram._Current = NULL;
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL);
}
if (ctx->FragmentProgram._Current != prevFP && ctx->Driver.BindProgram) {
@@ -1013,29 +1017,33 @@ update_program(GLcontext *ctx)
**/
#if 1
/* XXX get rid of this someday? */
ctx->VertexProgram._TnlProgram = NULL;
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, NULL);
#endif
if (shProg && shProg->LinkStatus && shProg->VertexProgram) {
/* user-defined vertex shader */
ctx->VertexProgram._Current = shProg->VertexProgram;
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
shProg->VertexProgram);
}
else if (ctx->VertexProgram._Enabled) {
/* use user-defined vertex program */
ctx->VertexProgram._Current = ctx->VertexProgram.Current;
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
ctx->VertexProgram.Current);
}
else if (ctx->VertexProgram._MaintainTnlProgram) {
/* vertex program generated from fixed-function state */
ctx->VertexProgram._Current = _mesa_get_fixed_func_vertex_program(ctx);
ctx->VertexProgram._TnlProgram = ctx->VertexProgram._Current;
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
_mesa_get_fixed_func_vertex_program(ctx));
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram,
ctx->VertexProgram._Current);
}
else {
/* no vertex program / used fixed-function code */
ctx->VertexProgram._Current = NULL;
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL);
}
if (ctx->VertexProgram._Current != prevVP && ctx->Driver.BindProgram) {
ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
(struct gl_program *) ctx->VertexProgram._Current);
(struct gl_program *) ctx->VertexProgram._Current);
}
}