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authorEric Anholt <[email protected]>2010-06-30 11:49:17 -0700
committerEric Anholt <[email protected]>2010-06-30 12:01:42 -0700
commit849e18153cd91d812f694b806a84008498860bc3 (patch)
tree7a8df32990a8c3dd9697c641369d1f125a038afa /src/glsl/program.h
parent0eda9ae0a6bcd6a7e014df046c87fac5caee0e9e (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/program.h')
-rw-r--r--src/glsl/program.h34
1 files changed, 1 insertions, 33 deletions
diff --git a/src/glsl/program.h b/src/glsl/program.h
index 19c3a3e611b..bb1cd919cd6 100644
--- a/src/glsl/program.h
+++ b/src/glsl/program.h
@@ -29,37 +29,5 @@ extern "C" {
#include "shader/prog_uniform.h"
}
-/**
- * Based on gl_shader_program in Mesa's mtypes.h.
- */
-struct glsl_program {
- GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
- GLuint Name; /**< aka handle or ID */
- GLint RefCount; /**< Reference count */
- GLboolean DeletePending;
-
- GLuint NumShaders; /**< number of attached shaders */
- struct gl_shader **Shaders; /**< List of attached the shaders */
-
- /**
- * Per-stage shaders resulting from the first stage of linking.
- */
- /*@{*/
- unsigned _NumLinkedShaders;
- struct gl_shader **_LinkedShaders;
- /*@}*/
-
- /** User-defined attribute bindings (glBindAttribLocation) */
- struct gl_program_parameter_list *Attributes;
-
- /* post-link info: */
- struct gl_uniform_list *Uniforms;
- struct gl_program_parameter_list *Varying;
- GLboolean LinkStatus; /**< GL_LINK_STATUS */
- GLboolean Validated;
- GLboolean _Used; /**< Ever used for drawing? */
- GLchar *InfoLog;
-};
-
extern void
-link_shaders(struct glsl_program *prog);
+link_shaders(struct gl_shader_program *prog);