[Fix, Test] (MG_Backend/DirectGLES): hand every compiled shader's lifetime to its program - glDeleteShader was never called, so each program build leaked its driver shader objects

This commit is contained in:
2026-08-11 11:11:28 -04:00
parent 757b31592d
commit cc34d34706
2 changed files with 60 additions and 0 deletions
@@ -4386,11 +4386,28 @@ namespace MobileGL::MG_Backend::DirectGLES {
log.back() = '\0';
MGLOG_E("Shader compilation failed for backend ID %u: %s", backendShaderId, log.data());
m_backendProgramUsable = false;
// Nothing will ever attach this one, so nothing else can free it.
g_GLESFuncs.glDeleteShader(backendShaderId);
continue;
}
MGLOG_D("Attaching shader ID: %u to program %u", backendShaderId, m_backendProgramId);
g_GLESFuncs.glAttachShader(m_backendProgramId, backendShaderId);
// Hand the shader's lifetime to the program, immediately and unconditionally.
//
// glDeleteShader only FLAGS a shader; the driver frees it when it is attached to
// nothing. Flagging it here is what makes the program own it, so deleting the
// program (or the detach loop above, on a relink) is what actually frees it.
// Without this call every program build leaked its shader objects for the process
// lifetime, and a relink leaked them twice - the detach loop above dropped the
// program's reference to shaders nothing had flagged, so they became unreachable
// AND undeletable. The GL swizzle conformance test builds 1,296 programs per case,
// so a handful of cases left tens of thousands of live driver shaders behind and
// the driver started mis-serving them (KHR-GL33/GL40.texture_swizzle.smoke_*).
// Same class of defect as the missing framebuffer/renderbuffer/sampler destructors
// fixed in Wave 1, and the last of that family: this is the one backend GL object
// MobileGL creates without an owning wrapper to destroy it.
g_GLESFuncs.glDeleteShader(backendShaderId);
MGLOG_D("Processed shader source length: %zu", source.length());
}