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glsl: always write a name/label string to the cache
In the following patch we will stop writing the pointer to cache.
Unfortunately adding empty strings to that cache seems to be the
only thing we can do here once we no longer have the pointers.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
(cherry picked from commit 44918a1979)
This commit is contained in:
parent
83bbfaddf1
commit
f087dad40d
1 changed files with 7 additions and 4 deletions
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@ -1315,10 +1315,9 @@ create_linked_shader_and_program(struct gl_context *ctx,
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/* Restore shader info */
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blob_copy_bytes(metadata, (uint8_t *) &glprog->info, sizeof(shader_info));
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if (glprog->info.name)
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glprog->info.name = ralloc_strdup(glprog, blob_read_string(metadata));
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if (glprog->info.label)
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glprog->info.label = ralloc_strdup(glprog, blob_read_string(metadata));
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glprog->info.name = ralloc_strdup(glprog, blob_read_string(metadata));
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glprog->info.label = ralloc_strdup(glprog, blob_read_string(metadata));
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_mesa_reference_shader_program_data(ctx, &glprog->sh.data, prog->data);
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_mesa_reference_program(ctx, &linked->Program, glprog);
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@ -1362,9 +1361,13 @@ shader_cache_write_program_metadata(struct gl_context *ctx,
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if (sh->Program->info.name)
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blob_write_string(metadata, sh->Program->info.name);
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else
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blob_write_string(metadata, "");
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if (sh->Program->info.label)
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blob_write_string(metadata, sh->Program->info.label);
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else
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blob_write_string(metadata, "");
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}
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}
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