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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/mesa/shader
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/mesa/shader')
-rw-r--r--src/mesa/shader/ir_to_mesa.cpp39
-rw-r--r--src/mesa/shader/shader_api.c6
2 files changed, 22 insertions, 23 deletions
diff --git a/src/mesa/shader/ir_to_mesa.cpp b/src/mesa/shader/ir_to_mesa.cpp
index c2dde312efb..f0eb46a3ee1 100644
--- a/src/mesa/shader/ir_to_mesa.cpp
+++ b/src/mesa/shader/ir_to_mesa.cpp
@@ -1709,48 +1709,49 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
void
_mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
{
- struct glsl_program *whole_program;
unsigned int i;
+
_mesa_clear_shader_program_data(ctx, prog);
- whole_program = talloc_zero(NULL, struct glsl_program);
- whole_program->LinkStatus = GL_TRUE;
- whole_program->NumShaders = prog->NumShaders;
- whole_program->Shaders = talloc_array(whole_program, struct gl_shader *,
- prog->NumShaders);
+ prog->LinkStatus = GL_TRUE;
for (i = 0; i < prog->NumShaders; i++) {
- whole_program->Shaders[i] = prog->Shaders[i];
- if (!whole_program->Shaders[i]->CompileStatus) {
- whole_program->InfoLog =
- talloc_asprintf_append(whole_program->InfoLog,
+ if (!prog->Shaders[i]->CompileStatus) {
+ prog->InfoLog =
+ talloc_asprintf_append(prog->InfoLog,
"linking with uncompiled shader");
- whole_program->LinkStatus = GL_FALSE;
+ prog->LinkStatus = GL_FALSE;
}
}
- prog->Uniforms = _mesa_new_uniform_list();
prog->Varying = _mesa_new_parameter_list();
_mesa_reference_vertprog(ctx, &prog->VertexProgram, NULL);
_mesa_reference_fragprog(ctx, &prog->FragmentProgram, NULL);
- if (whole_program->LinkStatus)
- link_shaders(whole_program);
+ if (prog->LinkStatus) {
+ link_shaders(prog);
+
+ /* We don't use the linker's uniforms list, and cook up our own at
+ * generate time.
+ */
+ free(prog->Uniforms);
+ prog->Uniforms = _mesa_new_uniform_list();
+ }
- prog->LinkStatus = whole_program->LinkStatus;
+ prog->LinkStatus = prog->LinkStatus;
/* FINISHME: This should use the linker-generated code */
if (prog->LinkStatus) {
for (i = 0; i < prog->NumShaders; i++) {
struct gl_program *linked_prog;
- linked_prog = get_mesa_program(ctx, whole_program,
- whole_program->Shaders[i]);
+ linked_prog = get_mesa_program(ctx, prog,
+ prog->Shaders[i]);
count_resources(linked_prog);
link_uniforms_to_shared_uniform_list(prog->Uniforms, linked_prog);
- switch (whole_program->Shaders[i]->Type) {
+ switch (prog->Shaders[i]->Type) {
case GL_VERTEX_SHADER:
_mesa_reference_vertprog(ctx, &prog->VertexProgram,
(struct gl_vertex_program *)linked_prog);
@@ -1766,8 +1767,6 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
}
}
}
-
- talloc_free(whole_program);
}
} /* extern "C" */
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index 40b8286a13f..f05ebc9fcb6 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -53,7 +53,7 @@ static struct gl_shader_program *
_mesa_new_shader_program(GLcontext *ctx, GLuint name)
{
struct gl_shader_program *shProg;
- shProg = CALLOC_STRUCT(gl_shader_program);
+ shProg = talloc_zero(NULL, struct gl_shader_program);
if (shProg) {
shProg->Type = GL_SHADER_PROGRAM_MESA;
shProg->Name = name;
@@ -117,7 +117,7 @@ _mesa_free_shader_program_data(GLcontext *ctx,
}
if (shProg->InfoLog) {
- free(shProg->InfoLog);
+ talloc_free(shProg->InfoLog);
shProg->InfoLog = NULL;
}
@@ -139,7 +139,7 @@ _mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
{
_mesa_free_shader_program_data(ctx, shProg);
- free(shProg);
+ talloc_free(shProg);
}