On Friday, October 28, 2016 10:39:01 AM PDT Tapani Pälli wrote: > 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?
Actually, lots of games use SSO... - Bioshock Infinite - Chivalry: Medieval Warfare - DiRT Showdown - Dota 2 - Saints Row: The Third - Serious Sam 3 - The Talos Principle - Tomb Raider and probably a bunch of others. As far as I know they all use core profile, though.
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