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 <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
(cherry picked from commit c3bc41011f)
This commit is contained in:
Kenneth Graunke 2012-07-19 13:41:34 -07:00 committed by Ian Romanick
parent c33b752899
commit f9aefaeb27

View file

@ -404,10 +404,12 @@ 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);
}
}