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glsl: avoid leaking linked gl_shader when there's a late linker error
authorIlia Mirkin <imirkin@alum.mit.edu>
Sun, 17 May 2015 21:56:44 +0000 (17:56 -0400)
committerEmil Velikov <emil.l.velikov@gmail.com>
Wed, 3 Jun 2015 10:52:50 +0000 (11:52 +0100)
This makes piglit mixing-clip-distance-and-clip-vertex-disallowed have 0
definitely lost blocks with valgrind. (Same non-0 number of possibly
lost blocks though.)

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Tobias Klausmann <tobias.johannes.klausmann@mni.thm.de>
Cc: "10.5 10.6" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 5646f0f18a620292524eebcd77353ff3d3687eb2)

src/glsl/linker.cpp

index 01526de..ef815ae 100644 (file)
@@ -2570,8 +2570,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
             link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
                                     num_shaders[stage]);
 
-         if (!prog->LinkStatus)
+         if (!prog->LinkStatus) {
+            if (sh)
+               ctx->Driver.DeleteShader(ctx, sh);
             goto done;
+         }
 
          switch (stage) {
          case MESA_SHADER_VERTEX:
@@ -2584,8 +2587,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
             validate_fragment_shader_executable(prog, sh);
             break;
          }
-         if (!prog->LinkStatus)
+         if (!prog->LinkStatus) {
+            if (sh)
+               ctx->Driver.DeleteShader(ctx, sh);
             goto done;
+         }
 
          _mesa_reference_shader(ctx, &prog->_LinkedShaders[stage], sh);
       }