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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_scaffolding.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_scaffolding.cpp')
-rw-r--r--src/compiler/glsl/standalone_scaffolding.cpp20
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;