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  • angle
  • src
  • libANGLE
  • validationES2.cpp
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  • Tim Van Patten's avatar
    Vulkan: Don't detach separable shaders in Program::detachShader() · 4db77367
    Tim Van Patten authored Mar 03, 2020
    To support Program Pipeline Objects, we need to hold on to the shaders
    in separable programs, rather than detaching them during
    glDetachShader()/glCreateShaderProgramv(). This is necessary due to
    requiring the shader information for validating shader interfaces,
    varyings, etc.
    
    Instead, a new ShaderMap of bools will be stored in
    ProgramState::mAttachedShadersMarkedForDetach to track when a caller
    attempts to detach a shader from a separable Program. Later, when a new
    shader is attached, we will first validate that the old shader is marked
    to be detached, and if so, release it then.
    
    Bug: angleproject:3570
    Change-Id: I63fac2e5914c1c1a73f0b37863bac0f185ecb44c
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2084399Reviewed-by: 's avatarCourtney Goeltzenleuchter <courtneygo@google.com>
    Commit-Queue: Tim Van Patten <timvp@google.com>
    4db77367
validationES2.cpp 216 KB
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