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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/mesa/main/shaderobj.h
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/mesa/main/shaderobj.h')
-rw-r--r--src/mesa/main/shaderobj.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/mesa/main/shaderobj.h b/src/mesa/main/shaderobj.h
index 3abd597a58c..f331db11664 100644
--- a/src/mesa/main/shaderobj.h
+++ b/src/mesa/main/shaderobj.h
@@ -82,9 +82,16 @@ _mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader);
extern struct gl_shader *
_mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage type);
+extern struct gl_linked_shader *
+_mesa_new_linked_shader(gl_shader_stage type);
+
extern void
_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh);
+extern void
+_mesa_delete_linked_shader(struct gl_context *ctx,
+ struct gl_linked_shader *sh);
+
extern struct gl_shader_program *
_mesa_lookup_shader_program(struct gl_context *ctx, GLuint name);