Commit d2861d68 authored by Timothy Arceri's avatar Timothy Arceri
Browse files

mesa/glsl: delete previously linked shaders earlier when linking



This moves the delete linked shaders call to
_mesa_clear_shader_program_data() which makes sure we delete them
before returning due to any validation problems.

It also reduces some code duplication.

From the OpenGL 4.5 Core spec:

   "If LinkProgram failed, any information about a previous link of
   that program object is lost. Thus, a failed link does not restore
   the old state of program.

   ...

   If one of these commands is called with a program for which
   LinkProgram failed, no error is generated unless otherwise noted.
   Implementations may return information on variables and interface
   blocks that would have been active had the program been linked
   successfully. In cases where the link failed because the program
   required too many resources, these commands may help applications
   determine why limits were exceeded."

Therefore it's expected that we shouldn't be able to query the
program that failed to link and retrieve information about a
previously successful link.

Before this change the linker was doing validation before freeing
the previously linked shaders and therefore could exit on failure
before they were freed.

This change also fixes an issue in compat profile where a program
with no shaders attached is expect to fall back to fixed function
but was instead trying to relink IR from a previous link.
Reviewed-by: Tapani Pälli's avatarTapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97715
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
parent 903e5eae
......@@ -4795,14 +4795,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
"type of shader\n");
}
for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] != NULL) {
_mesa_delete_linked_shader(ctx, prog->_LinkedShaders[i]);
}
prog->_LinkedShaders[i] = NULL;
}
/* Link all shaders for a particular stage and validate the result.
*/
for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
......
......@@ -421,7 +421,7 @@ standalone_compile_shader(const struct standalone_options *_options,
}
if ((status == EXIT_SUCCESS) && options->do_link) {
_mesa_clear_shader_program_data(whole_program);
_mesa_clear_shader_program_data(ctx, whole_program);
link_shaders(ctx, whole_program);
status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
......
......@@ -123,8 +123,16 @@ _mesa_delete_linked_shader(struct gl_context *ctx,
}
void
_mesa_clear_shader_program_data(struct gl_shader_program *shProg)
_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (shProg->_LinkedShaders[i] != NULL) {
_mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[i]);
shProg->_LinkedShaders[i] = NULL;
}
}
shProg->NumUniformStorage = 0;
shProg->UniformStorage = NULL;
shProg->NumUniformRemapTable = 0;
......
......@@ -56,7 +56,8 @@ _mesa_delete_linked_shader(struct gl_context *ctx,
struct gl_linked_shader *sh);
extern "C" void
_mesa_clear_shader_program_data(struct gl_shader_program *);
_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *);
extern "C" void
_mesa_shader_debug(struct gl_context *ctx, GLenum type, GLuint *id,
......
......@@ -291,12 +291,18 @@ _mesa_new_shader_program(GLuint name)
* Clear (free) the shader program state that gets produced by linking.
*/
void
_mesa_clear_shader_program_data(struct gl_shader_program *shProg)
_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
unsigned i;
for (gl_shader_stage sh = 0; sh < MESA_SHADER_STAGES; sh++) {
if (shProg->_LinkedShaders[sh] != NULL) {
_mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[sh]);
shProg->_LinkedShaders[sh] = NULL;
}
}
if (shProg->UniformStorage) {
for (i = 0; i < shProg->NumUniformStorage; ++i)
for (unsigned i = 0; i < shProg->NumUniformStorage; ++i)
_mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]);
ralloc_free(shProg->UniformStorage);
shProg->NumUniformStorage = 0;
......@@ -347,11 +353,10 @@ _mesa_free_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
GLuint i;
gl_shader_stage sh;
assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
_mesa_clear_shader_program_data(shProg);
_mesa_clear_shader_program_data(ctx, shProg);
if (shProg->AttributeBindings) {
string_to_uint_map_dtor(shProg->AttributeBindings);
......@@ -385,14 +390,6 @@ _mesa_free_shader_program_data(struct gl_context *ctx,
shProg->TransformFeedback.VaryingNames = NULL;
shProg->TransformFeedback.NumVarying = 0;
for (sh = 0; sh < MESA_SHADER_STAGES; sh++) {
if (shProg->_LinkedShaders[sh] != NULL) {
_mesa_delete_linked_shader(ctx, shProg->_LinkedShaders[sh]);
shProg->_LinkedShaders[sh] = NULL;
}
}
free(shProg->Label);
shProg->Label = NULL;
}
......
......@@ -99,7 +99,8 @@ extern struct gl_shader_program *
_mesa_new_shader_program(GLuint name);
extern void
_mesa_clear_shader_program_data(struct gl_shader_program *shProg);
_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg);
extern void
_mesa_free_shader_program_data(struct gl_context *ctx,
......
......@@ -3049,7 +3049,7 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
unsigned int i;
_mesa_clear_shader_program_data(prog);
_mesa_clear_shader_program_data(ctx, prog);
prog->LinkStatus = GL_TRUE;
......
Supports Markdown
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment