| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Rob Clark <[email protected]>
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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]>
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Instead use the internal gl_shader_stage enum everywhere. This
makes things more consistent and gets rid of unnecessary
conversions.
Ideally it would be nice to remove the Type field from gl_shader
altogether but currently it is used to differentiate between
gl_shader and gl_shader_program in the ShaderObjects hash table.
Reviewed-by: Kenneth Graunke <[email protected]>
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Add an option in order to ask to just print the InfoLog, without any
header or separator. Useful if we want to use the standalone compiler
to track only the warning/error messages.
v2: all printfs goes on its own line (Ian Romanick)
v3: rebasing: move just_log to standalone.h/cpp
Reviewed-by: Ian Romanick <[email protected]>
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Split standalone glsl_compiler into a libstandalone.la and a thin
main.cpp. This way drivers can re-use the glsl standalone frontend in
their own standalone compilers.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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