From 1fb8c6df884c2a17cf980c4ea32db4c214903b55 Mon Sep 17 00:00:00 2001 From: Timothy Arceri Date: Thu, 30 Jun 2016 14:55:40 +1000 Subject: 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 --- src/compiler/glsl/standalone.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/compiler/glsl/standalone.cpp') diff --git a/src/compiler/glsl/standalone.cpp b/src/compiler/glsl/standalone.cpp index d0057df7f32..760fe8f01b5 100644 --- a/src/compiler/glsl/standalone.cpp +++ b/src/compiler/glsl/standalone.cpp @@ -222,7 +222,7 @@ initialize_context(struct gl_context *ctx, gl_api api) ctx->Const.GenerateTemporaryNames = true; ctx->Const.MaxPatchVertices = 32; - ctx->Driver.NewShader = _mesa_new_shader; + ctx->Driver.NewShader = _mesa_new_linked_shader; } /* Returned string will have 'ctx' as its ralloc owner. */ @@ -412,7 +412,7 @@ standalone_compile_shader(const struct standalone_options *_options, } for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { - struct gl_shader *shader = whole_program->_LinkedShaders[i]; + struct gl_linked_shader *shader = whole_program->_LinkedShaders[i]; if (!shader) continue; -- cgit v1.2.3