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authorTimothy Arceri <[email protected]>2016-06-30 14:55:40 +1000
committerTimothy Arceri <[email protected]>2016-06-30 16:51:25 +1000
commit1fb8c6df884c2a17cf980c4ea32db4c214903b55 (patch)
treea21b0de699816ce28de37dd61531a025cc984114 /src/compiler/glsl/link_uniforms.cpp
parent378f07ccb5bff7857d87a4fe5dff0b5e83f99895 (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.cpp8
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;