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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/standalone.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/standalone.cpp')
-rw-r--r--src/compiler/glsl/standalone.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/compiler/glsl/standalone.cpp b/src/compiler/glsl/standalone.cpp
index d0057df7f32..760fe8f01b5 100644
--- a/src/compiler/glsl/standalone.cpp
+++ b/src/compiler/glsl/standalone.cpp
@@ -222,7 +222,7 @@ initialize_context(struct gl_context *ctx, gl_api api)
ctx->Const.GenerateTemporaryNames = true;
ctx->Const.MaxPatchVertices = 32;
- ctx->Driver.NewShader = _mesa_new_shader;
+ ctx->Driver.NewShader = _mesa_new_linked_shader;
}
/* Returned string will have 'ctx' as its ralloc owner. */
@@ -412,7 +412,7 @@ standalone_compile_shader(const struct standalone_options *_options,
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_shader *shader = whole_program->_LinkedShaders[i];
+ struct gl_linked_shader *shader = whole_program->_LinkedShaders[i];
if (!shader)
continue;