_mesa_clear_shader_program_data(GLcontext *ctx,
struct gl_shader_program *shProg)
{
- if (shProg->VertexProgram) {
- /* Set ptr to NULL since the param list is shared with the
- * original/unlinked program.
- */
- shProg->VertexProgram->Base.Parameters = NULL;
- _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
- }
-
- if (shProg->FragmentProgram) {
- /* Set ptr to NULL since the param list is shared with the
- * original/unlinked program.
- */
- shProg->FragmentProgram->Base.Parameters = NULL;
- _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
- }
+ _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
+ _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
if (shProg->Uniforms) {
_mesa_free_uniform_list(shProg->Uniforms);
ASSERT(old->RefCount > 0);
old->RefCount--;
- /*printf("SHPROG DECR %p (%d) to %d\n",
- (void*) old, old->Name, old->RefCount);*/
+#if 0
+ printf("ShaderProgram %p ID=%u RefCount-- to %d\n",
+ (void *) old, old->Name, old->RefCount);
+#endif
deleteFlag = (old->RefCount == 0);
if (deleteFlag) {
if (shProg) {
shProg->RefCount++;
- /*printf("SHPROG INCR %p (%d) to %d\n",
- (void*) shProg, shProg->Name, shProg->RefCount);*/
+#if 0
+ printf("ShaderProgram %p ID=%u RefCount++ to %d\n",
+ (void *) shProg, shProg->Name, shProg->RefCount);
+#endif
*ptr = shProg;
}
}
* Make copies of the vertex/fragment programs now since we'll be
* changing src/dst registers after merging the uniforms and varying vars.
*/
+ _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
if (vertProg) {
- _mesa_reference_vertprog(ctx, &shProg->VertexProgram,
- vertex_program(_mesa_clone_program(ctx, &vertProg->Base)));
- }
- else {
- _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
+ struct gl_vertex_program *linked_vprog =
+ vertex_program(_mesa_clone_program(ctx, &vertProg->Base));
+ shProg->VertexProgram = linked_vprog; /* refcount OK */
+ ASSERT(shProg->VertexProgram->Base.RefCount == 1);
}
+ _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
if (fragProg) {
- _mesa_reference_fragprog(ctx, &shProg->FragmentProgram,
- fragment_program(_mesa_clone_program(ctx, &fragProg->Base)));
- }
- else {
- _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
+ struct gl_fragment_program *linked_fprog =
+ fragment_program(_mesa_clone_program(ctx, &fragProg->Base));
+ shProg->FragmentProgram = linked_fprog; /* refcount OK */
+ ASSERT(shProg->FragmentProgram->Base.RefCount == 1);
}
/* link varying vars */
/*_mesa_print_uniforms(shProg->Uniforms);*/
- if (shProg->VertexProgram) {
- /* Rather than cloning the parameter list here, just share it.
- * We need to be careful _mesa_clear_shader_program_data() in
- * to avoid double-freeing.
- */
- shProg->VertexProgram->Base.Parameters = vertProg->Base.Parameters;
- }
- if (shProg->FragmentProgram) {
- /* see comment just above */
- shProg->FragmentProgram->Base.Parameters = fragProg->Base.Parameters;
- }
-
if (shProg->VertexProgram) {
if (!_slang_resolve_attributes(shProg, &shProg->VertexProgram->Base)) {
/*goto cleanup;*/