diff options
author | Timothy Arceri <[email protected]> | 2016-06-30 14:55:40 +1000 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2016-06-30 16:51:25 +1000 |
commit | 1fb8c6df884c2a17cf980c4ea32db4c214903b55 (patch) | |
tree | a21b0de699816ce28de37dd61531a025cc984114 /src/compiler/glsl/link_interface_blocks.cpp | |
parent | 378f07ccb5bff7857d87a4fe5dff0b5e83f99895 (diff) |
glsl/mesa: split gl_shader in two
There are two distinctly different uses of this struct. The first
is to store GL shader objects. The second is to store information
about a shader stage thats been linked.
The two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.
We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.
Acked-by: Iago Toral Quiroga <[email protected]>
Diffstat (limited to 'src/compiler/glsl/link_interface_blocks.cpp')
-rw-r--r-- | src/compiler/glsl/link_interface_blocks.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/compiler/glsl/link_interface_blocks.cpp b/src/compiler/glsl/link_interface_blocks.cpp index 5858eeedc2d..447d9a45c63 100644 --- a/src/compiler/glsl/link_interface_blocks.cpp +++ b/src/compiler/glsl/link_interface_blocks.cpp @@ -343,8 +343,8 @@ validate_intrastage_interface_blocks(struct gl_shader_program *prog, void validate_interstage_inout_blocks(struct gl_shader_program *prog, - const gl_shader *producer, - const gl_shader *consumer) + const gl_linked_shader *producer, + const gl_linked_shader *consumer) { interface_block_definitions definitions; /* VS -> GS, VS -> TCS, VS -> TES, TES -> GS */ @@ -384,15 +384,15 @@ validate_interstage_inout_blocks(struct gl_shader_program *prog, void validate_interstage_uniform_blocks(struct gl_shader_program *prog, - gl_shader **stages, int num_stages) + gl_linked_shader **stages) { interface_block_definitions definitions; - for (int i = 0; i < num_stages; i++) { + for (int i = 0; i < MESA_SHADER_STAGES; i++) { if (stages[i] == NULL) continue; - const gl_shader *stage = stages[i]; + const gl_linked_shader *stage = stages[i]; foreach_in_list(ir_instruction, node, stage->ir) { ir_variable *var = node->as_variable(); if (!var || !var->get_interface_type() || |