When glUseProgram is used, references to the included shaders are
added in ctx->Shader.ReferencedProgram. But those references are not
decreased when the shader data is deallocated. Thus, those shaders
are leaked.
Explicitely remove the pending references to these shaders.
Fixes: e6506b3cd2
("mesa: retain gl_shader_programs after glDeleteProgram if they are in use")
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
tags/18.2-branchpoint
@@ -159,6 +159,9 @@ _mesa_free_shader_state(struct gl_context *ctx) | |||
{ | |||
for (int i = 0; i < MESA_SHADER_STAGES; i++) { | |||
_mesa_reference_program(ctx, &ctx->Shader.CurrentProgram[i], NULL); | |||
_mesa_reference_shader_program(ctx, | |||
&ctx->Shader.ReferencedPrograms[i], | |||
NULL); | |||
} | |||
_mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL); | |||