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_uniforms.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_uniforms.cpp')
-rw-r--r-- | src/compiler/glsl/link_uniforms.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp index 98ae3ad5371..807a8f3bd04 100644 --- a/src/compiler/glsl/link_uniforms.cpp +++ b/src/compiler/glsl/link_uniforms.cpp @@ -886,7 +886,7 @@ public: * shaders). */ static void -link_update_uniform_buffer_variables(struct gl_shader *shader) +link_update_uniform_buffer_variables(struct gl_linked_shader *shader) { foreach_in_list(ir_instruction, node, shader->ir) { ir_variable *const var = node->as_variable(); @@ -1022,7 +1022,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog, struct string_to_uint_map *hiddenUniforms = new string_to_uint_map; count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms); for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { - struct gl_shader *sh = prog->_LinkedShaders[i]; + struct gl_linked_shader *sh = prog->_LinkedShaders[i]; if (sh == NULL) continue; @@ -1204,7 +1204,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog, continue; for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) { - struct gl_shader *sh = prog->_LinkedShaders[j]; + struct gl_linked_shader *sh = prog->_LinkedShaders[j]; if (!sh) continue; @@ -1234,7 +1234,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog, if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) continue; for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) { - struct gl_shader *sh = prog->_LinkedShaders[j]; + struct gl_linked_shader *sh = prog->_LinkedShaders[j]; if (!sh) continue; |