From c3bc41011f9ffe648b7dd4915c6202b776cd1ab4 Mon Sep 17 00:00:00 2001 From: Kenneth Graunke Date: Thu, 19 Jul 2012 13:41:34 -0700 Subject: [PATCH] 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 Reviewed-by: Brian Paul --- src/mesa/main/shaderapi.c | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c index 6927368de40..7c97a63593f 100644 --- a/src/mesa/main/shaderapi.c +++ b/src/mesa/main/shaderapi.c @@ -346,10 +346,12 @@ delete_shader(struct gl_context *ctx, GLuint shader) if (!sh) return; - sh->DeletePending = GL_TRUE; + if (!sh->DeletePending) { + sh->DeletePending = GL_TRUE; - /* effectively, decr sh's refcount */ - _mesa_reference_shader(ctx, &sh, NULL); + /* effectively, decr sh's refcount */ + _mesa_reference_shader(ctx, &sh, NULL); + } } -- 2.30.2