st/mesa/i965: simplify gl_program references and stop leaking

In i965 we were calling _mesa_reference_program() after creating
gl_program and then later calling it again with NULL as a param
to get the refcount back down to 1. This changes things to not
use _mesa_reference_program() at all and just have gl_linked_shader
take ownership of gl_program since refcount starts at 1.

The st and ir_to_mesa linkers were worse as they were both getting
in a state were the refcount would never get to 0 and we would leak
the program.

Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This commit is contained in:
Timothy Arceri 2016-11-17 12:26:08 +11:00
parent 9db5cc829f
commit 2b8f97d0ff
4 changed files with 11 additions and 13 deletions

View File

@ -227,7 +227,8 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
if (!prog)
return false;
_mesa_reference_program(ctx, &shader->Program, prog);
/* Don't use _mesa_reference_program() just take ownership */
shader->Program = prog;
prog->Parameters = _mesa_new_parameter_list();
@ -276,8 +277,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
compiler->scalar_stage[stage]);
_mesa_reference_program(ctx, &prog, NULL);
}
if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {

View File

@ -2929,7 +2929,8 @@ get_mesa_program(struct gl_context *ctx,
prog->info.fs.depth_layout = shader_program->FragDepthLayout;
}
_mesa_reference_program(ctx, &shader->Program, prog);
/* Don't use _mesa_reference_program() just take ownership */
shader->Program = prog;
if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0) {
_mesa_optimize_program(ctx, prog, prog);
@ -3033,11 +3034,11 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
if (!ctx->Driver.ProgramStringNotify(ctx,
_mesa_shader_stage_to_program(i),
linked_prog)) {
_mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
NULL);
return GL_FALSE;
}
}
_mesa_reference_program(ctx, &linked_prog, NULL);
}
build_program_resource_list(ctx, prog);

View File

@ -375,7 +375,8 @@ st_nir_get_mesa_program(struct gl_context *ctx,
if (!prog)
return NULL;
_mesa_reference_program(ctx, &shader->Program, prog);
/* Don't use _mesa_reference_program() just take ownership */
shader->Program = prog;
prog->Parameters = _mesa_new_parameter_list();

View File

@ -6419,7 +6419,8 @@ get_mesa_program_tgsi(struct gl_context *ctx,
if (!prog)
return NULL;
_mesa_reference_program(ctx, &shader->Program, prog);
/* Don't use _mesa_reference_program() just take ownership */
shader->Program = prog;
prog->Parameters = _mesa_new_parameter_list();
v = new glsl_to_tgsi_visitor();
@ -6541,6 +6542,7 @@ get_mesa_program_tgsi(struct gl_context *ctx,
_mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters);
if (!shader_program->LinkStatus) {
free_glsl_to_tgsi_visitor(v);
_mesa_reference_program(ctx, &shader->Program, NULL);
return NULL;
}
@ -6883,19 +6885,14 @@ st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
linked_prog = get_mesa_program(ctx, prog, prog->_LinkedShaders[i]);
if (linked_prog) {
_mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
linked_prog);
if (!ctx->Driver.ProgramStringNotify(ctx,
_mesa_shader_stage_to_program(i),
linked_prog)) {
_mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
NULL);
_mesa_reference_program(ctx, &linked_prog, NULL);
return GL_FALSE;
}
}
_mesa_reference_program(ctx, &linked_prog, NULL);
}
return GL_TRUE;