glsl: builtin: always return clones of the builtins
authorLionel Landwerlin <lionel.g.landwerlin@intel.com>
Tue, 7 Mar 2017 18:37:58 +0000 (18:37 +0000)
committerLionel Landwerlin <lionel.g.landwerlin@intel.com>
Thu, 9 Mar 2017 08:30:36 +0000 (08:30 +0000)
commitf81ede469910d80ef000f313e3388d65a6bd0afd
tree6934ba3bba1f42f80bd9656c33be44c8f9269d6d
parent071d80bde2a78f464a7f54c3e6c6e42845ef52e4
glsl: builtin: always return clones of the builtins

Builtins are created once and allocated using their own private ralloc
context. When reparenting IR that includes builtins, we might be steal
bits of builtins. This is problematic because these builtins might now
be freed when the shader that includes then last is disposed. This
might also lead to inconsistent ralloc trees/lists if shaders are
created on multiple threads.

Rather than including builtins directly into a shader's IR, we should
include clones of them in the ralloc context of the shader that
requires them. This fixes double free issues we've been seeing when
running shader-db on a big multicore (72 threads) server.

v2: Also rename _mesa_glsl_find_builtin_function_by_name() to better
    reflect how this function is used. (Ken)

v3: Rename ctx to mem_ctx (Ken)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/compiler/glsl/ast_to_hir.cpp
src/compiler/glsl/builtin_functions.cpp
src/compiler/glsl/builtin_functions.h