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/mesa/main/api_validate.c | |
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/mesa/main/api_validate.c')
-rw-r--r-- | src/mesa/main/api_validate.c | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c index 8efbf50c092..c0962241f84 100644 --- a/src/mesa/main/api_validate.c +++ b/src/mesa/main/api_validate.c @@ -207,7 +207,8 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name) GLenum mode_before_gs = mode; if (tes) { - struct gl_shader *tes_sh = tes->_LinkedShaders[MESA_SHADER_TESS_EVAL]; + struct gl_linked_shader *tes_sh = + tes->_LinkedShaders[MESA_SHADER_TESS_EVAL]; if (tes_sh->TessEval.PointMode) mode_before_gs = GL_POINTS; else if (tes_sh->TessEval.PrimitiveMode == GL_ISOLINES) @@ -324,7 +325,8 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name) else if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]) { struct gl_shader_program *tes = ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; - struct gl_shader *tes_sh = tes->_LinkedShaders[MESA_SHADER_TESS_EVAL]; + struct gl_linked_shader *tes_sh = + tes->_LinkedShaders[MESA_SHADER_TESS_EVAL]; if (tes_sh->TessEval.PointMode) pass = ctx->TransformFeedback.Mode == GL_POINTS; else if (tes_sh->TessEval.PrimitiveMode == GL_ISOLINES) |