mesa: Prevent repeated glDeleteShader() from blowing away our refcounts.
authorKenneth Graunke <kenneth@whitecape.org>
Thu, 19 Jul 2012 20:41:34 +0000 (13:41 -0700)
committerKenneth Graunke <kenneth@whitecape.org>
Sun, 22 Jul 2012 21:34:44 +0000 (14:34 -0700)
commitc3bc41011f9ffe648b7dd4915c6202b776cd1ab4
tree67142b8cae0b021ac8ff206d6cfa5a3fadc3bf2b
parentcfdf60f236a525a0309146ce2da156bd3856c8b7
mesa: Prevent repeated glDeleteShader() from blowing away our refcounts.

Calling glDeleteShader() should mark shaders as pending for deletion,
but shouldn't decrement the refcount every time.  Otherwise, repeated
glDeleteShader() is not safe.

This is particularly bad since glDeleteProgram() frees shaders: if you
first call glDeleteShader() on the shaders attached to the program (thus
decrementing the refcount), then called glDeleteProgram(), it would try
to free them again (decrementing the refcount another time), causing
a refcount > 0 assertion to fail.

Similar to commit d950a778.

NOTE: This is a candidate for the 8.0 branch.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
src/mesa/main/shaderapi.c