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authorBrian <brian@yutani.localnet.net>2006-12-19 18:46:56 -0700
committerBrian <brian@yutani.localnet.net>2006-12-19 18:46:56 -0700
commit65a18442e5d846940714bb662f5b1bb47ab60c29 (patch)
treedb8554850401753e441a8c49b815f48f7df5a150 /src/mesa/main
parent0bf5dbe002a64e198f55724cc1542602c012490f (diff)
Clean-up and re-org of the main GLSL object types.
Use the gl_shader struct as it should be. Renamed gl_linked_program to gl_shader_program. Store both shaders and programs in the same hash table and use the Type field to distinguish them.
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/context.c3
-rw-r--r--src/mesa/main/mtypes.h25
-rw-r--r--src/mesa/main/state.c9
3 files changed, 19 insertions, 18 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index c5220b5b2eb..2196591ba26 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -706,7 +706,6 @@ alloc_shared_state( GLcontext *ctx )
#if FEATURE_ARB_shader_objects
ss->ShaderObjects = _mesa_NewHashTable();
- ss->ProgramObjects = _mesa_NewHashTable();
#endif
ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
@@ -785,8 +784,6 @@ alloc_shared_state( GLcontext *ctx )
#if FEATURE_ARB_shader_objects
if (ss->ShaderObjects)
_mesa_DeleteHashTable (ss->ShaderObjects);
- if (ss->ProgramObjects)
- _mesa_DeleteHashTable (ss->ProgramObjects);
#endif
#if FEATURE_EXT_framebuffer_object
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 4a8f7d22e30..57f174a7d47 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -45,6 +45,12 @@
/**
+ * Special, internal token
+ */
+#define GL_SHADER_PROGRAM 0x9999
+
+
+/**
* Color channel data type.
*/
#if CHAN_BITS == 8
@@ -2044,13 +2050,13 @@ struct gl_query_state
/**
* A GLSL shader object
- * A collection of one or more gl_programs...
*/
struct gl_shader
{
- GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER */
+ GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER (first field!) */
GLuint Name; /**< AKA the handle */
- GLchar *Source; /**< Source code string */
+ GLint RefCount;
+ const GLchar *Source; /**< Source code string */
GLboolean CompileStatus;
GLboolean DeletePending;
GLuint NumPrograms; /**< size of Programs[] array */
@@ -2061,15 +2067,14 @@ struct gl_shader
/**
* This corresponds to a GLSL "program" and is basically a linked collection
- * of "shaders" (which are Mesa gl_programs).
- * Yes, the terminology is a bit confusing.
+ * of "shaders".
*/
-struct gl_linked_program
+struct gl_shader_program
{
- GLenum Type;
+ GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
GLuint Name; /**< aka handle or ID */
GLuint NumShaders; /**< total number of shaders in this program */
- struct gl_program **Shaders; /**< List of the shaders */
+ struct gl_shader **Shaders; /**< List of the shaders */
struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
struct gl_program_parameter_list *Uniforms; /**< Plus constants, etc */
@@ -2089,7 +2094,7 @@ struct gl_shader_state
{
GLboolean _VertexShaderPresent;
GLboolean _FragmentShaderPresent;
- struct gl_linked_program *CurrentProgram;
+ struct gl_shader_program *CurrentProgram;
};
@@ -2150,8 +2155,8 @@ struct gl_shared_state
#endif
#if FEATURE_ARB_shader_objects
+ /** Table of both gl_shader and gl_shader_program objects */
struct _mesa_HashTable *ShaderObjects;
- struct _mesa_HashTable *ProgramObjects;
#endif
#if FEATURE_EXT_framebuffer_object
diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c
index 1d8666888ef..947d3136d5b 100644
--- a/src/mesa/main/state.c
+++ b/src/mesa/main/state.c
@@ -949,8 +949,7 @@ update_arrays( GLcontext *ctx )
static void
update_program(GLcontext *ctx)
{
- const struct gl_linked_program *linked = ctx->Shader.CurrentProgram;
-
+ const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
/* These _Enabled flags indicate if the program is enabled AND valid. */
ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled
@@ -973,10 +972,10 @@ update_program(GLcontext *ctx)
ctx->FragmentProgram._Current = NULL;
- if (linked && linked->LinkStatus) {
+ if (shProg && shProg->LinkStatus) {
/* Use shader programs */
- ctx->VertexProgram._Current = linked->VertexProgram;
- ctx->FragmentProgram._Current = linked->FragmentProgram;
+ ctx->VertexProgram._Current = shProg->VertexProgram;
+ ctx->FragmentProgram._Current = shProg->FragmentProgram;
}
else {
if (ctx->VertexProgram._Enabled) {