Ian Romanick 043c5bf966 intel/compiler: Add id parameter to shader_debug_log callback
There are two problems with the current architecture.

In OpenGL, the id is supposed to be a unique identifier for a particular
log source.  This is done so that applications can (theoretically)
filter particular log messages.  The debug callback infrastructure in
Mesa assigns a uniqe value when a value of 0 is passed in.  This causes
the id to get set once to a unique value for each message.

By passing a stack variable that is initialized to 0 on every call,
every time the same message is logged, it will have a different id.
This isn't great, but it's also not catastrophic.

When threaded shader compiles are used, the id *pointer* is saved and
dereferenced at a possibly much later time on a possibly different
thread.  This causes one thread to access the stack from a different
thread... and that stack frame might not be valid any more. :(

This fixes shader-db crashes of various kinds on Iris with threaded
shader compiles enabled.

Fixes: 42c34e1ac8 ("iris: Enable threaded shader compilation")
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12136>
2021-08-01 23:58:08 +00:00
2021-07-22 17:12:35 +00:00
2021-05-07 13:41:38 +00:00
2021-07-30 20:02:13 +00:00

`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


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