Could someone please take a look at this patch?

MM

On 20/12/17 17:33, Miklós Máté wrote:
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);


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