glsl: use correct shader source in case of cache fallback

The scenario is:

glShaderSource
glCompileShader <-- deferred due to cache hit of shader

glShaderSource <-- with new source code

glAttachShader
glLinkProgram <-- no cache hit for program

At this point we need to compile the original source when we
fallback.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Timothy Arceri
2017-02-13 09:34:54 +11:00
parent 8771940682
commit e5bb4a0b0f
4 changed files with 25 additions and 4 deletions

View File

@@ -1927,7 +1927,8 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
{
struct _mesa_glsl_parse_state *state =
new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
const char *source = shader->Source;
const char *source = force_recompile && shader->FallbackSource ?
shader->FallbackSource : shader->Source;
if (ctx->Const.GenerateTemporaryNames)
(void) p_atomic_cmpxchg(&ir_variable::temporaries_allocate_names,
@@ -1946,6 +1947,9 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
_mesa_sha1_format(buf, shader->sha1));
}
shader->CompileStatus = true;
free((void *)shader->FallbackSource);
shader->FallbackSource = NULL;
return;
}
}
@@ -2067,6 +2071,11 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
_mesa_glsl_initialize_derived_variables(ctx, shader);
if (!force_recompile) {
free((void *)shader->FallbackSource);
shader->FallbackSource = NULL;
}
delete state->symbols;
ralloc_free(state);
}