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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/linker.h
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/linker.h')
-rw-r--r--src/compiler/glsl/linker.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/compiler/glsl/linker.h b/src/compiler/glsl/linker.h
index 045dc1fff02..19b14d50696 100644
--- a/src/compiler/glsl/linker.h
+++ b/src/compiler/glsl/linker.h
@@ -27,7 +27,7 @@
#define GLSL_LINKER_H
extern bool
-link_function_calls(gl_shader_program *prog, gl_shader *main,
+link_function_calls(gl_shader_program *prog, gl_linked_shader *main,
gl_shader **shader_list, unsigned num_shaders);
extern void
@@ -57,7 +57,7 @@ extern void
link_uniform_blocks(void *mem_ctx,
struct gl_context *ctx,
struct gl_shader_program *prog,
- struct gl_shader **shader_list,
+ struct gl_linked_shader **shader_list,
unsigned num_shaders,
struct gl_uniform_block **ubo_blocks,
unsigned *num_ubo_blocks,
@@ -76,12 +76,12 @@ 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);
void
validate_interstage_uniform_blocks(struct gl_shader_program *prog,
- gl_shader **stages, int num_stages);
+ gl_linked_shader **stages);
extern void
link_assign_atomic_counter_resources(struct gl_context *ctx,