One question below ...
On 11/08/2017 03:41 AM, Timothy Arceri wrote:
When I introduced gl_shader_program_data one of the intentions was to
fix a bug where a failed linking attempt freed data required by a
currently active program. However I seem to have failed to finish
hooking up the final steps required to have the data hang around.
Here we create a fresh instance of gl_shader_program_data every
time we link. gl_program has a reference to gl_shader_program_data
so it will be freed once the program is no longer active.
Cc: Neil Roberts <nrobe...@igalia.com>
Cc: "17.2 17.3" <mesa-sta...@lists.freedesktop.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102177
---
src/mesa/main/shaderobj.c | 71 +++++++++++++++++------------------------
src/mesa/main/shaderobj.h | 3 ++
src/mesa/program/ir_to_mesa.cpp | 2 ++
3 files changed, 35 insertions(+), 41 deletions(-)
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
index e2103bcde49..5501a0157db 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -192,7 +192,30 @@ _mesa_lookup_shader_err(struct gl_context *ctx, GLuint
name, const char *caller)
/**********************************************************************/
/*** Shader Program object functions ***/
/**********************************************************************/
+static void
+free_shader_program_data(struct gl_shader_program_data *data)
+{
+ if (data->UniformStorage) {
+ for (unsigned i = 0; i < data->NumUniformStorage; ++i)
+ _mesa_uniform_detach_all_driver_storage(&data->UniformStorage[i]);
+ ralloc_free(data->UniformStorage);
+ }
+
+ assert(data->InfoLog != NULL);
+ ralloc_free(data->InfoLog);
+
+ ralloc_free(data->UniformBlocks);
+
+ ralloc_free(data->ShaderStorageBlocks);
+ if (data->AtomicBuffers) {
+ ralloc_free(data->AtomicBuffers);
+ }
+
+ if (data->ProgramResourceList) {
+ ralloc_free(data->ProgramResourceList);
+ }
+}
void
_mesa_reference_shader_program_data(struct gl_context *ctx,
@@ -209,6 +232,7 @@ _mesa_reference_shader_program_data(struct gl_context *ctx,
if (p_atomic_dec_zero(&oldData->RefCount)) {
assert(ctx);
+ free_shader_program_data(oldData);
ralloc_free(oldData);
}
@@ -259,14 +283,16 @@ _mesa_reference_shader_program_(struct gl_context *ctx,
}
}
-static struct gl_shader_program_data *
-create_shader_program_data()
+struct gl_shader_program_data *
+_mesa_create_shader_program_data()
{
struct gl_shader_program_data *data;
data = rzalloc(NULL, struct gl_shader_program_data);
if (data)
data->RefCount = 1;
+ data->InfoLog = ralloc_strdup(data, "");
+
return data;
}
@@ -286,8 +312,6 @@ init_shader_program(struct gl_shader_program *prog)
prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
exec_list_make_empty(&prog->EmptyUniformLocations);
-
- prog->data->InfoLog = ralloc_strdup(prog->data, "");
}
/**
@@ -300,7 +324,7 @@ _mesa_new_shader_program(GLuint name)
shProg = rzalloc(NULL, struct gl_shader_program);
if (shProg) {
shProg->Name = name;
- shProg->data = create_shader_program_data();
+ shProg->data = _mesa_create_shader_program_data();
if (!shProg->data) {
ralloc_free(shProg);
return NULL;
@@ -310,7 +334,6 @@ _mesa_new_shader_program(GLuint name)
return shProg;
}
-
/**
* Clear (free) the shader program state that gets produced by linking.
*/
@@ -325,17 +348,6 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
}
}
- shProg->data->linked_stages = 0;
-
- if (shProg->data->UniformStorage) {
- for (unsigned i = 0; i < shProg->data->NumUniformStorage; ++i)
- _mesa_uniform_detach_all_driver_storage(&shProg->data->
- UniformStorage[i]);
- ralloc_free(shProg->data->UniformStorage);
- shProg->data->NumUniformStorage = 0;
- shProg->data->UniformStorage = NULL;
- }
-
if (shProg->UniformRemapTable) {
ralloc_free(shProg->UniformRemapTable);
shProg->NumUniformRemapTable = 0;
@@ -347,29 +359,7 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
shProg->UniformHash = NULL;
}
- assert(shProg->data->InfoLog != NULL);
- ralloc_free(shProg->data->InfoLog);
- shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
-
- ralloc_free(shProg->data->UniformBlocks);
- shProg->data->UniformBlocks = NULL;
- shProg->data->NumUniformBlocks = 0;
-
- ralloc_free(shProg->data->ShaderStorageBlocks);
- shProg->data->ShaderStorageBlocks = NULL;
- shProg->data->NumShaderStorageBlocks = 0;
-
- if (shProg->data->AtomicBuffers) {
- ralloc_free(shProg->data->AtomicBuffers);
- shProg->data->AtomicBuffers = NULL;
- shProg->data->NumAtomicBuffers = 0;
- }
-
- if (shProg->data->ProgramResourceList) {
- ralloc_free(shProg->data->ProgramResourceList);
- shProg->data->ProgramResourceList = NULL;
- shProg->data->NumProgramResourceList = 0;
- }
+ _mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
Previously we set Num as 0 and pointers to NULL. Did you sanity check if
something does not go and check "if (ProgramResourceList) ..." and
assume list is there if not NULL?
}
@@ -432,7 +422,6 @@ _mesa_delete_shader_program(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
_mesa_free_shader_program_data(ctx, shProg);
- _mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
ralloc_free(shProg);
}
diff --git a/src/mesa/main/shaderobj.h b/src/mesa/main/shaderobj.h
index 97b8ce7ac23..084848e220c 100644
--- a/src/mesa/main/shaderobj.h
+++ b/src/mesa/main/shaderobj.h
@@ -100,6 +100,9 @@ _mesa_lookup_shader_program_err(struct gl_context *ctx,
GLuint name,
extern struct gl_shader_program *
_mesa_new_shader_program(GLuint name);
+extern struct gl_shader_program_data *
+_mesa_create_shader_program_data(void);
+
extern void
_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg);
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index aa330638836..327fd61d422 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -3067,6 +3067,8 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct
gl_shader_program *prog)
_mesa_clear_shader_program_data(ctx, prog);
+ prog->data = _mesa_create_shader_program_data();
+
prog->data->LinkStatus = linking_success;
for (i = 0; i < prog->NumShaders; i++) {
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