It's much cleaner to allocate a normal shader struct when
GenFragmentShadersATI is called.

Signed-off-by: Miklós Máté <mtm...@gmail.com>
---
 src/mesa/main/atifragshader.c | 21 ++++++++++-----------
 1 file changed, 10 insertions(+), 11 deletions(-)

diff --git a/src/mesa/main/atifragshader.c b/src/mesa/main/atifragshader.c
index 6b636f1dc7..0a5ba26310 100644
--- a/src/mesa/main/atifragshader.c
+++ b/src/mesa/main/atifragshader.c
@@ -34,8 +34,6 @@
 
 #define MESA_DEBUG_ATI_FS 0
 
-static struct ati_fragment_shader DummyShader;
-
 
 /**
  * Allocate and initialize a new ATI fragment shader object.
@@ -61,9 +59,6 @@ _mesa_delete_ati_fragment_shader(struct gl_context *ctx, 
struct ati_fragment_sha
 {
    GLuint i;
 
-   if (s == &DummyShader)
-      return;
-
    for (i = 0; i < MAX_NUM_PASSES_ATI; i++) {
       free(s->Instructions[i]);
       free(s->SetupInst[i]);
@@ -205,7 +200,13 @@ _mesa_GenFragmentShadersATI(GLuint range)
 
    first = _mesa_HashFindFreeKeyBlock(ctx->Shared->ATIShaders, range);
    for (i = 0; i < range; i++) {
-      _mesa_HashInsertLocked(ctx->Shared->ATIShaders, first + i, &DummyShader);
+      struct ati_fragment_shader *newProg = _mesa_new_ati_fragment_shader(ctx, 
first + i);
+      if (!newProg) {
+         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindFragmentShaderATI");
+         _mesa_HashUnlockMutex(ctx->Shared->ATIShaders);
+         return;
+      }
+      _mesa_HashInsertLocked(ctx->Shared->ATIShaders, first + i, newProg);
    }
 
    _mesa_HashUnlockMutex(ctx->Shared->ATIShaders);
@@ -246,7 +247,7 @@ _mesa_BindFragmentShaderATI(GLuint id)
    else {
       newProg = (struct ati_fragment_shader *)
          _mesa_HashLookup(ctx->Shared->ATIShaders, id);
-      if (!newProg || newProg == &DummyShader) {
+      if (!newProg) {
         /* allocate a new program now */
         newProg = _mesa_new_ati_fragment_shader(ctx, id);
         if (!newProg) {
@@ -279,10 +280,8 @@ _mesa_DeleteFragmentShaderATI(GLuint id)
    if (id != 0) {
       struct ati_fragment_shader *prog = (struct ati_fragment_shader *)
         _mesa_HashLookup(ctx->Shared->ATIShaders, id);
-      if (prog == &DummyShader) {
-        _mesa_HashRemove(ctx->Shared->ATIShaders, id);
-      }
-      else if (prog) {
+
+      if (prog) {
         if (ctx->ATIFragmentShader.Current &&
             ctx->ATIFragmentShader.Current->Id == id) {
             FLUSH_VERTICES(ctx, _NEW_PROGRAM);
-- 
2.15.0.rc0

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