On 10/28/2016 05:15 AM, Timothy Arceri wrote:
On Thu, 2016-10-27 at 18:51 -0700, Kenneth Graunke wrote:
On Thursday, October 27, 2016 9:03:12 PM PDT Timothy Arceri wrote:
On Thu, 2016-10-27 at 12:37 +1100, Timothy Arceri wrote:
Agreed but as far as I can tell we shouldn't even need
gl_linked_shader
after glLinkProgram.

We should probably just free it after linking. Everything we want
*should* have been copied to gl_program, however in practice it
seems
there are some things we still get from gl_linked_shader
like NumImages, but with the changes I landed recently we could
just
be getting this from the new shader_info struct.
I've started work on this:

https://patchwork.freedesktop.org/series/14471/

But I'm not sure I have is in me to do another big refactor right
now.
Is there a reasonable short-term fix?  This regression is present on
the 13.0 branch and we really ought to fix it before Emil cuts the
13.0
final release.  But it'd be nice if we could keep some freeing of
IR...
I was thinking about this yesterday and the only options I see are
using this patch for the 13.0 branch or leaving it broken.

The scenario for this bug is highly unlikey you need to be in compat
profile, and relinking a SSO program that has had its shaders
detached.

Yeah, this is quite exotic, I'd vote for this patch now and we can make things better from there. I hope Serious Sam 3 (which is the only program I know using SSO) does core profile. Eero, have we recently run this game if it still works?

Refactoring is probably a good idea in the longer term....
Looking at things yesterday I think there are some bugs (at least in
i965) we would hit currently with atomics and images if we were to fail
relinking a program, and then the program was to recompile a shader
variant due to storing state in gl_linked_shader.

--Ken
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