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/mesa/drivers/common/meta.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/mesa/drivers/common/meta.c') diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index be671b4b629..df57c87fa3f 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -129,7 +129,7 @@ meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage, const GLuint name = ~0; struct gl_shader *sh; - sh = ctx->Driver.NewShader(ctx, name, stage); + sh = _mesa_new_shader(ctx, name, stage); sh->Source = strdup(source); sh->CompileStatus = false; _mesa_compile_shader(ctx, sh); -- cgit v1.2.3