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authorTimothy Arceri <[email protected]>2016-10-31 23:54:03 +1100
committerTimothy Arceri <[email protected]>2016-11-19 07:42:33 +1100
commit9d96d3803ab5dc896d4844ac785db57bb1717f91 (patch)
treee9a688d77f579e5184068bbc1aeaf349853b4871 /src/glx/indirect_texture_compression.c
parent2b8f97d0ff0836b1d1c8753a81a8810df385b21d (diff)
glsl: create gl_program at the start of linking rather than the end
This will allow us to directly store metadata we want to retain in gl_program this metadata is currently stored in gl_linked_shader and will be lost if relinking fails even though the program will remain in use and is still valid according to the spec. "If a program object that is active for any shader stage is re-linked unsuccessfully, the link status will be set to FALSE, but any existing executables and associated state will remain part of the current rendering state until a subsequent call to UseProgram, UseProgramStages, or BindProgramPipeline removes them from use." This change will also help avoid the double handing that happens in _mesa_copy_linked_program_data(). Reviewed-by: Emil Velikov <[email protected]>
Diffstat (limited to 'src/glx/indirect_texture_compression.c')
0 files changed, 0 insertions, 0 deletions