pipeline: Reset last_used_for_pipeline when the pipeline is destroyed
Both the GLSL and the ARBfp pipeline backends were using a variable called last_used_for_pipeline to keep track of the last pipeline that the shader or program state was used for. If this address is the same as last time when the pipeline state is flushed then Cogl will only flush the uniforms that have been modified, otherwise it will flush all of them. The problem with this is that there was nothing to keep that address alive so it could be destroyed and reused for a different pipeline by the time the shader state is reused. This is quite likely to happen in an application using legacy state because in that case the shader state will always be used with a one-shot pipeline that will likely be recycled in the next frame. There is already a destroy callback to unref the shader state when the pipeline is destroyed so this patch just makes that callback also clear the last_used_for_pipeline pointer if it matches the pipeline being destroyed. https://bugzilla.gnome.org/show_bug.cgi?id=662542 Reviewed-by: Robert Bragg <robert@linux.intel.com>
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@ -109,12 +109,20 @@ get_shader_state (CoglPipeline *pipeline)
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}
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}
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static void
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static void
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destroy_shader_state (void *user_data)
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destroy_shader_state (void *user_data,
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void *instance)
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{
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{
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CoglPipelineShaderState *shader_state = user_data;
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CoglPipelineShaderState *shader_state = user_data;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* If the shader state was last used for this pipeline then clear it
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so that if same address gets used again for a new pipeline then
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we won't think it's the same pipeline and avoid updating the
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constants */
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if (shader_state->last_used_for_pipeline == instance)
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shader_state->last_used_for_pipeline = NULL;
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if (--shader_state->ref_count == 0)
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if (--shader_state->ref_count == 0)
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{
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{
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if (shader_state->gl_program)
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if (shader_state->gl_program)
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@ -132,7 +140,7 @@ destroy_shader_state (void *user_data)
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static void
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static void
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set_shader_state (CoglPipeline *pipeline, CoglPipelineShaderState *shader_state)
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set_shader_state (CoglPipeline *pipeline, CoglPipelineShaderState *shader_state)
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{
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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_cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&shader_state_key,
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&shader_state_key,
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shader_state,
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shader_state,
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destroy_shader_state);
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destroy_shader_state);
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@ -319,12 +319,20 @@ program_state_new (int n_layers)
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}
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}
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static void
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static void
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destroy_program_state (void *user_data)
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destroy_program_state (void *user_data,
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void *instance)
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{
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{
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CoglPipelineProgramState *program_state = user_data;
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CoglPipelineProgramState *program_state = user_data;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* If the program state was last used for this pipeline then clear
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it so that if same address gets used again for a new pipeline
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then we won't think it's the same pipeline and avoid updating the
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uniforms */
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if (program_state->last_used_for_pipeline == instance)
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program_state->last_used_for_pipeline = NULL;
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if (--program_state->ref_count == 0)
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if (--program_state->ref_count == 0)
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{
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{
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#ifdef HAVE_COGL_GLES2
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#ifdef HAVE_COGL_GLES2
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@ -348,7 +356,7 @@ static void
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set_program_state (CoglPipeline *pipeline,
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set_program_state (CoglPipeline *pipeline,
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CoglPipelineProgramState *program_state)
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CoglPipelineProgramState *program_state)
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{
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{
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cogl_object_set_user_data (COGL_OBJECT (pipeline),
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_cogl_object_set_user_data (COGL_OBJECT (pipeline),
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&program_state_key,
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&program_state_key,
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program_state,
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program_state,
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destroy_program_state);
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destroy_program_state);
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