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st/mesa: release GLSL IR in LinkShader after it's not needed
author
Marek Olšák
<marek.olsak@amd.com>
Mon, 5 Oct 2015 21:18:18 +0000
(23:18 +0200)
committer
Marek Olšák
<marek.olsak@amd.com>
Thu, 11 Feb 2016 16:31:40 +0000
(17:31 +0100)
Reviewed-by: Brian Paul <brianp@vmware.com>
src/mesa/state_tracker/st_glsl_to_tgsi.cpp
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diff --git
a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index ff89be37cbbc7845d2033ee7e00fed6f44af484c..2ad91ecf4dfd5c2af5ec77e7c98288b6e1f5abe1 100644
(file)
--- a/
src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/
src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@
-6149,6
+6149,10
@@
get_mesa_program(struct gl_context *ctx,
prog->OutputsWritten, 0ULL, prog->PatchOutputsWritten);
count_resources(v, prog);
+ /* The GLSL IR won't be needed anymore. */
+ ralloc_free(shader->ir);
+ shader->ir = NULL;
+
/* This must be done before the uniform storage is associated. */
if (shader->Type == GL_FRAGMENT_SHADER &&
(prog->InputsRead & VARYING_BIT_POS ||