diff options
author | Eric Anholt <[email protected]> | 2010-06-30 11:49:17 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2010-06-30 12:01:42 -0700 |
commit | 849e18153cd91d812f694b806a84008498860bc3 (patch) | |
tree | 7a8df32990a8c3dd9697c641369d1f125a038afa /src/glsl/linker.cpp | |
parent | 0eda9ae0a6bcd6a7e014df046c87fac5caee0e9e (diff) |
glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program.
This avoids more allocation and shuffling of data around.
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r-- | src/glsl/linker.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index df71f21b546..719cae2f274 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -116,7 +116,7 @@ private: void -linker_error_printf(glsl_program *prog, const char *fmt, ...) +linker_error_printf(gl_shader_program *prog, const char *fmt, ...) { va_list ap; @@ -186,7 +186,7 @@ count_attribute_slots(const glsl_type *t) * \param shader Vertex shader executable to be verified */ bool -validate_vertex_shader_executable(struct glsl_program *prog, +validate_vertex_shader_executable(struct gl_shader_program *prog, struct gl_shader *shader) { if (shader == NULL) @@ -215,7 +215,7 @@ validate_vertex_shader_executable(struct glsl_program *prog, * \param shader Fragment shader executable to be verified */ bool -validate_fragment_shader_executable(struct glsl_program *prog, +validate_fragment_shader_executable(struct gl_shader_program *prog, struct gl_shader *shader) { if (shader == NULL) @@ -252,7 +252,7 @@ validate_fragment_shader_executable(struct glsl_program *prog, * Perform validation of uniforms used across multiple shader stages */ bool -cross_validate_uniforms(struct glsl_program *prog) +cross_validate_uniforms(struct gl_shader_program *prog) { /* Examine all of the uniforms in all of the shaders and cross validate * them. @@ -308,7 +308,7 @@ cross_validate_uniforms(struct glsl_program *prog) * Validate that outputs from one stage match inputs of another */ bool -cross_validate_outputs_to_inputs(struct glsl_program *prog, +cross_validate_outputs_to_inputs(struct gl_shader_program *prog, gl_shader *producer, gl_shader *consumer) { glsl_symbol_table parameters; @@ -412,7 +412,7 @@ struct uniform_node { }; void -assign_uniform_locations(struct glsl_program *prog) +assign_uniform_locations(struct gl_shader_program *prog) { /* */ exec_list uniforms; @@ -533,7 +533,7 @@ find_available_slots(unsigned used_mask, unsigned needed_count) bool -assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index) +assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index) { /* Mark invalid attribute locations as being used. */ @@ -767,7 +767,7 @@ assign_varying_locations(gl_shader *producer, gl_shader *consumer) void -link_shaders(struct glsl_program *prog) +link_shaders(struct gl_shader_program *prog) { prog->LinkStatus = false; prog->Validated = false; |