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/dri/i965/brw_tcs.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/mesa/drivers/dri/i965/brw_tcs.c') diff --git a/src/mesa/drivers/dri/i965/brw_tcs.c b/src/mesa/drivers/dri/i965/brw_tcs.c index d488715cac3..3ba9f2c7d74 100644 --- a/src/mesa/drivers/dri/i965/brw_tcs.c +++ b/src/mesa/drivers/dri/i965/brw_tcs.c @@ -197,7 +197,7 @@ brw_codegen_tcs_prog(struct brw_context *brw, * padding around uniform values below vec4 size, so the worst case is that * every uniform is a float which gets padded to the size of a vec4. */ - struct gl_shader *tcs = shader_prog ? + struct gl_linked_shader *tcs = shader_prog ? shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL] : NULL; int param_count = nir->num_uniforms / 4; -- cgit v1.2.3