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/standalone_scaffolding.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/standalone_scaffolding.cpp')
-rw-r--r-- | src/compiler/glsl/standalone_scaffolding.cpp | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/src/compiler/glsl/standalone_scaffolding.cpp b/src/compiler/glsl/standalone_scaffolding.cpp index 396965af3b5..b5dc5231ee8 100644 --- a/src/compiler/glsl/standalone_scaffolding.cpp +++ b/src/compiler/glsl/standalone_scaffolding.cpp @@ -84,6 +84,19 @@ _mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage) return shader; } +struct gl_linked_shader * +_mesa_new_linked_shader(gl_shader_stage stage) +{ + struct gl_linked_shader *shader; + + assert(stage == MESA_SHADER_FRAGMENT || stage == MESA_SHADER_VERTEX); + shader = rzalloc(NULL, struct gl_linked_shader); + if (shader) { + shader->Stage = stage; + } + return shader; +} + void _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh) { @@ -93,6 +106,13 @@ _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh) } void +_mesa_delete_linked_shader(struct gl_context *ctx, + struct gl_linked_shader *sh) +{ + ralloc_free(sh); +} + +void _mesa_clear_shader_program_data(struct gl_shader_program *shProg) { shProg->NumUniformStorage = 0; |