glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *.

This saves recompiling at link time.  gl_shader->ir is made a pointer
so that we don't have to bring exec_list into mtypes.h.
This commit is contained in:
Eric Anholt
2010-06-30 11:05:43 -07:00
parent 524745bc55
commit 16b68b1952
7 changed files with 96 additions and 126 deletions

View File

@@ -128,10 +128,10 @@ linker_error_printf(glsl_program *prog, const char *fmt, ...)
void void
invalidate_variable_locations(glsl_shader *sh, enum ir_variable_mode mode, invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
int generic_base) int generic_base)
{ {
foreach_list(node, &sh->ir) { foreach_list(node, sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable(); ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != (unsigned) mode)) if ((var == NULL) || (var->mode != (unsigned) mode))
@@ -187,7 +187,7 @@ count_attribute_slots(const glsl_type *t)
*/ */
bool bool
validate_vertex_shader_executable(struct glsl_program *prog, validate_vertex_shader_executable(struct glsl_program *prog,
struct glsl_shader *shader) struct gl_shader *shader)
{ {
if (shader == NULL) if (shader == NULL)
return true; return true;
@@ -198,7 +198,7 @@ validate_vertex_shader_executable(struct glsl_program *prog,
} }
find_assignment_visitor find("gl_Position"); find_assignment_visitor find("gl_Position");
find.run(&shader->ir); find.run(shader->ir);
if (!find.variable_found()) { if (!find.variable_found()) {
linker_error_printf(prog, linker_error_printf(prog,
"vertex shader does not write to `gl_Position'\n"); "vertex shader does not write to `gl_Position'\n");
@@ -216,7 +216,7 @@ validate_vertex_shader_executable(struct glsl_program *prog,
*/ */
bool bool
validate_fragment_shader_executable(struct glsl_program *prog, validate_fragment_shader_executable(struct glsl_program *prog,
struct glsl_shader *shader) struct gl_shader *shader)
{ {
if (shader == NULL) if (shader == NULL)
return true; return true;
@@ -229,8 +229,8 @@ validate_fragment_shader_executable(struct glsl_program *prog,
find_assignment_visitor frag_color("gl_FragColor"); find_assignment_visitor frag_color("gl_FragColor");
find_assignment_visitor frag_data("gl_FragData"); find_assignment_visitor frag_data("gl_FragData");
frag_color.run(&shader->ir); frag_color.run(shader->ir);
frag_data.run(&shader->ir); frag_data.run(shader->ir);
if (!frag_color.variable_found() && !frag_data.variable_found()) { if (!frag_color.variable_found() && !frag_data.variable_found()) {
linker_error_printf(prog, "fragment shader does not write to " linker_error_printf(prog, "fragment shader does not write to "
@@ -259,7 +259,7 @@ cross_validate_uniforms(struct glsl_program *prog)
*/ */
glsl_symbol_table uniforms; glsl_symbol_table uniforms;
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) { for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
foreach_list(node, &prog->_LinkedShaders[i]->ir) { foreach_list(node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable(); ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_uniform)) if ((var == NULL) || (var->mode != ir_var_uniform))
@@ -309,7 +309,7 @@ cross_validate_uniforms(struct glsl_program *prog)
*/ */
bool bool
cross_validate_outputs_to_inputs(struct glsl_program *prog, cross_validate_outputs_to_inputs(struct glsl_program *prog,
glsl_shader *producer, glsl_shader *consumer) gl_shader *producer, gl_shader *consumer)
{ {
glsl_symbol_table parameters; glsl_symbol_table parameters;
/* FINISHME: Figure these out dynamically. */ /* FINISHME: Figure these out dynamically. */
@@ -318,7 +318,7 @@ cross_validate_outputs_to_inputs(struct glsl_program *prog,
/* Find all shader outputs in the "producer" stage. /* Find all shader outputs in the "producer" stage.
*/ */
foreach_list(node, &producer->ir) { foreach_list(node, producer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable(); ir_variable *const var = ((ir_instruction *) node)->as_variable();
/* FINISHME: For geometry shaders, this should also look for inout /* FINISHME: For geometry shaders, this should also look for inout
@@ -335,7 +335,7 @@ cross_validate_outputs_to_inputs(struct glsl_program *prog,
* matching outputs already in the symbol table must have the same type and * matching outputs already in the symbol table must have the same type and
* qualifiers. * qualifiers.
*/ */
foreach_list(node, &consumer->ir) { foreach_list(node, consumer->ir) {
ir_variable *const input = ((ir_instruction *) node)->as_variable(); ir_variable *const input = ((ir_instruction *) node)->as_variable();
/* FINISHME: For geometry shaders, this should also look for inout /* FINISHME: For geometry shaders, this should also look for inout
@@ -423,7 +423,7 @@ assign_uniform_locations(struct glsl_program *prog)
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) { for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
unsigned next_position = 0; unsigned next_position = 0;
foreach_list(node, &prog->_LinkedShaders[i]->ir) { foreach_list(node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable(); ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_uniform)) if ((var == NULL) || (var->mode != ir_var_uniform))
@@ -540,7 +540,7 @@ assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index)
unsigned used_locations = (max_attribute_index >= 32) unsigned used_locations = (max_attribute_index >= 32)
? ~0 : ~((1 << max_attribute_index) - 1); ? ~0 : ~((1 << max_attribute_index) - 1);
glsl_shader *const sh = prog->_LinkedShaders[0]; gl_shader *const sh = prog->_LinkedShaders[0];
assert(sh->Type == GL_VERTEX_SHADER); assert(sh->Type == GL_VERTEX_SHADER);
/* Operate in a total of four passes. /* Operate in a total of four passes.
@@ -644,7 +644,7 @@ assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index)
unsigned num_attr = 0; unsigned num_attr = 0;
foreach_list(node, &sh->ir) { foreach_list(node, sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable(); ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_in)) if ((var == NULL) || (var->mode != ir_var_in))
@@ -694,7 +694,7 @@ assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index)
void void
assign_varying_locations(glsl_shader *producer, glsl_shader *consumer) assign_varying_locations(gl_shader *producer, gl_shader *consumer)
{ {
/* FINISHME: Set dynamically when geometry shader support is added. */ /* FINISHME: Set dynamically when geometry shader support is added. */
unsigned output_index = VERT_RESULT_VAR0; unsigned output_index = VERT_RESULT_VAR0;
@@ -714,7 +714,7 @@ assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0); invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0); invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
foreach_list(node, &producer->ir) { foreach_list(node, producer->ir) {
ir_variable *const output_var = ((ir_instruction *) node)->as_variable(); ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
if ((output_var == NULL) || (output_var->mode != ir_var_out) if ((output_var == NULL) || (output_var->mode != ir_var_out)
@@ -740,7 +740,7 @@ assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
input_index++; input_index++;
} }
foreach_list(node, &producer->ir) { foreach_list(node, producer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable(); ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_out)) if ((var == NULL) || (var->mode != ir_var_out))
@@ -752,7 +752,7 @@ assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
var->shader_out = (var->location != -1); var->shader_out = (var->location != -1);
} }
foreach_list(node, &consumer->ir) { foreach_list(node, consumer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable(); ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_in)) if ((var == NULL) || (var->mode != ir_var_in))
@@ -780,13 +780,13 @@ link_shaders(struct glsl_program *prog)
/* Separate the shaders into groups based on their type. /* Separate the shaders into groups based on their type.
*/ */
struct glsl_shader **vert_shader_list; struct gl_shader **vert_shader_list;
unsigned num_vert_shaders = 0; unsigned num_vert_shaders = 0;
struct glsl_shader **frag_shader_list; struct gl_shader **frag_shader_list;
unsigned num_frag_shaders = 0; unsigned num_frag_shaders = 0;
vert_shader_list = (struct glsl_shader **) vert_shader_list = (struct gl_shader **)
calloc(2 * prog->NumShaders, sizeof(struct glsl_shader *)); calloc(2 * prog->NumShaders, sizeof(struct gl_shader *));
frag_shader_list = &vert_shader_list[prog->NumShaders]; frag_shader_list = &vert_shader_list[prog->NumShaders];
for (unsigned i = 0; i < prog->NumShaders; i++) { for (unsigned i = 0; i < prog->NumShaders; i++) {
@@ -817,8 +817,8 @@ link_shaders(struct glsl_program *prog)
goto done; goto done;
prog->_LinkedShaders = (struct glsl_shader **) prog->_LinkedShaders = (struct gl_shader **)
calloc(2, sizeof(struct glsl_shader *)); calloc(2, sizeof(struct gl_shader *));
prog->_NumLinkedShaders = 0; prog->_NumLinkedShaders = 0;
if (num_vert_shaders > 0) { if (num_vert_shaders > 0) {

View File

@@ -272,6 +272,25 @@ struct exec_list {
struct exec_node *tail_pred; struct exec_node *tail_pred;
#ifdef __cplusplus #ifdef __cplusplus
/* Callers of this talloc-based new need not call delete. It's
* easier to just talloc_free 'ctx' (or any of its ancestors). */
static void* operator new(size_t size, void *ctx)
{
void *node;
node = talloc_size(ctx, size);
assert(node != NULL);
return node;
}
/* If the user *does* call delete, that's OK, we will just
* talloc_free in that case. */
static void operator delete(void *node)
{
talloc_free(node);
}
exec_list() exec_list()
{ {
make_empty(); make_empty();

View File

@@ -38,14 +38,13 @@
/* Returned string will have 'ctx' as its talloc owner. */ /* Returned string will have 'ctx' as its talloc owner. */
static char * static char *
load_text_file(void *ctx, const char *file_name, size_t *size) load_text_file(void *ctx, const char *file_name)
{ {
char *text = NULL; char *text = NULL;
struct stat st; struct stat st;
ssize_t total_read = 0; ssize_t total_read = 0;
int fd = open(file_name, O_RDONLY); int fd = open(file_name, O_RDONLY);
*size = 0;
if (fd < 0) { if (fd < 0) {
return NULL; return NULL;
} }
@@ -70,7 +69,6 @@ load_text_file(void *ctx, const char *file_name, size_t *size)
} while (total_read < st.st_size); } while (total_read < st.st_size);
text[total_read] = '\0'; text[total_read] = '\0';
*size = total_read;
} }
} }
@@ -102,7 +100,7 @@ const struct option compiler_opts[] = {
}; };
void void
compile_shader(struct glsl_shader *shader) compile_shader(struct gl_shader *shader)
{ {
struct _mesa_glsl_parse_state *state; struct _mesa_glsl_parse_state *state;
@@ -145,40 +143,40 @@ compile_shader(struct glsl_shader *shader)
printf("\n\n"); printf("\n\n");
} }
shader->ir.make_empty(); shader->ir = new(shader) exec_list;
if (!state->error && !state->translation_unit.is_empty()) if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(&shader->ir, state); _mesa_ast_to_hir(shader->ir, state);
validate_ir_tree(&shader->ir); validate_ir_tree(shader->ir);
/* Print out the unoptimized IR. */ /* Print out the unoptimized IR. */
if (!state->error && dump_hir) { if (!state->error && dump_hir) {
_mesa_print_ir(&shader->ir, state); _mesa_print_ir(shader->ir, state);
} }
/* Optimization passes */ /* Optimization passes */
if (!state->error && !shader->ir.is_empty()) { if (!state->error && !shader->ir->is_empty()) {
bool progress; bool progress;
do { do {
progress = false; progress = false;
progress = do_function_inlining(&shader->ir) || progress; progress = do_function_inlining(shader->ir) || progress;
progress = do_if_simplification(&shader->ir) || progress; progress = do_if_simplification(shader->ir) || progress;
progress = do_copy_propagation(&shader->ir) || progress; progress = do_copy_propagation(shader->ir) || progress;
progress = do_dead_code_local(&shader->ir) || progress; progress = do_dead_code_local(shader->ir) || progress;
progress = do_dead_code_unlinked(state, &shader->ir) || progress; progress = do_dead_code_unlinked(state, shader->ir) || progress;
progress = do_constant_variable_unlinked(&shader->ir) || progress; progress = do_constant_variable_unlinked(shader->ir) || progress;
progress = do_constant_folding(&shader->ir) || progress; progress = do_constant_folding(shader->ir) || progress;
progress = do_vec_index_to_swizzle(&shader->ir) || progress; progress = do_vec_index_to_swizzle(shader->ir) || progress;
progress = do_swizzle_swizzle(&shader->ir) || progress; progress = do_swizzle_swizzle(shader->ir) || progress;
} while (progress); } while (progress);
} }
validate_ir_tree(&shader->ir); validate_ir_tree(shader->ir);
/* Print out the resulting IR */ /* Print out the resulting IR */
if (!state->error && dump_lir) { if (!state->error && dump_lir) {
_mesa_print_ir(&shader->ir, state); _mesa_print_ir(shader->ir, state);
} }
shader->symbols = state->symbols; shader->symbols = state->symbols;
@@ -214,12 +212,12 @@ main(int argc, char **argv)
assert(whole_program != NULL); assert(whole_program != NULL);
for (/* empty */; argc > optind; optind++) { for (/* empty */; argc > optind; optind++) {
whole_program->Shaders = (struct glsl_shader **) whole_program->Shaders = (struct gl_shader **)
talloc_realloc(whole_program, whole_program->Shaders, talloc_realloc(whole_program, whole_program->Shaders,
struct glsl_shader *, whole_program->NumShaders + 1); struct gl_shader *, whole_program->NumShaders + 1);
assert(whole_program->Shaders != NULL); assert(whole_program->Shaders != NULL);
struct glsl_shader *shader = talloc_zero(whole_program, glsl_shader); struct gl_shader *shader = talloc_zero(whole_program, gl_shader);
whole_program->Shaders[whole_program->NumShaders] = shader; whole_program->Shaders[whole_program->NumShaders] = shader;
whole_program->NumShaders++; whole_program->NumShaders++;
@@ -238,8 +236,7 @@ main(int argc, char **argv)
else else
usage_fail(argv[0]); usage_fail(argv[0]);
shader->Source = load_text_file(whole_program, shader->Source = load_text_file(whole_program, argv[optind]);
argv[optind], &shader->SourceLen);
if (shader->Source == NULL) { if (shader->Source == NULL) {
printf("File \"%s\" does not exist.\n", argv[optind]); printf("File \"%s\" does not exist.\n", argv[optind]);
exit(EXIT_FAILURE); exit(EXIT_FAILURE);

View File

@@ -29,24 +29,6 @@ extern "C" {
#include "shader/prog_uniform.h" #include "shader/prog_uniform.h"
} }
/**
* Based on gl_shader in Mesa's mtypes.h.
*/
struct glsl_shader {
GLenum Type;
GLuint Name;
GLint RefCount;
GLboolean DeletePending;
GLboolean CompileStatus;
const GLchar *Source; /**< Source code string */
size_t SourceLen;
GLchar *InfoLog;
struct exec_list ir;
struct glsl_symbol_table *symbols;
struct gl_shader *mesa_shader;
};
/** /**
* Based on gl_shader_program in Mesa's mtypes.h. * Based on gl_shader_program in Mesa's mtypes.h.
*/ */
@@ -57,14 +39,14 @@ struct glsl_program {
GLboolean DeletePending; GLboolean DeletePending;
GLuint NumShaders; /**< number of attached shaders */ GLuint NumShaders; /**< number of attached shaders */
struct glsl_shader **Shaders; /**< List of attached the shaders */ struct gl_shader **Shaders; /**< List of attached the shaders */
/** /**
* Per-stage shaders resulting from the first stage of linking. * Per-stage shaders resulting from the first stage of linking.
*/ */
/*@{*/ /*@{*/
unsigned _NumLinkedShaders; unsigned _NumLinkedShaders;
struct glsl_shader **_LinkedShaders; struct gl_shader **_LinkedShaders;
/*@}*/ /*@}*/
/** User-defined attribute bindings (glBindAttribLocation) */ /** User-defined attribute bindings (glBindAttribLocation) */

View File

@@ -1966,6 +1966,9 @@ struct gl_shader
struct gl_program *Program; /**< Post-compile assembly code */ struct gl_program *Program; /**< Post-compile assembly code */
GLchar *InfoLog; GLchar *InfoLog;
struct gl_sl_pragmas Pragmas; struct gl_sl_pragmas Pragmas;
struct exec_list *ir;
struct glsl_symbol_table *symbols;
}; };

View File

@@ -1561,13 +1561,12 @@ link_uniforms_to_shared_uniform_list(struct gl_uniform_list *uniforms,
} }
struct gl_program * struct gl_program *
get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader) get_mesa_program(GLcontext *ctx, void *mem_ctx, struct gl_shader *shader)
{ {
ir_to_mesa_visitor v; ir_to_mesa_visitor v;
struct prog_instruction *mesa_instructions, *mesa_inst; struct prog_instruction *mesa_instructions, *mesa_inst;
ir_instruction **mesa_instruction_annotation; ir_instruction **mesa_instruction_annotation;
int i; int i;
exec_list *instructions = &shader->ir;
struct gl_program *prog; struct gl_program *prog;
GLenum target; GLenum target;
@@ -1587,7 +1586,7 @@ get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader)
v.prog = prog; v.prog = prog;
v.mem_ctx = talloc_new(NULL); v.mem_ctx = talloc_new(NULL);
visit_exec_list(instructions, &v); visit_exec_list(shader->ir, &v);
v.ir_to_mesa_emit_op1(NULL, OPCODE_END, v.ir_to_mesa_emit_op1(NULL, OPCODE_END,
ir_to_mesa_undef_dst, ir_to_mesa_undef); ir_to_mesa_undef_dst, ir_to_mesa_undef);
@@ -1635,26 +1634,17 @@ get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader)
prog->Instructions = mesa_instructions; prog->Instructions = mesa_instructions;
prog->NumInstructions = num_instructions; prog->NumInstructions = num_instructions;
_mesa_reference_program(ctx, &shader->mesa_shader->Program, prog); _mesa_reference_program(ctx, &shader->Program, prog);
return prog; return prog;
} }
/* Takes a Mesa gl shader structure and compiles it, returning our Mesa-like extern "C" {
* structure with the IR and such attached.
*/
static struct glsl_shader *
_mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
{
struct glsl_shader *shader = talloc_zero(mem_ctx, struct glsl_shader);
struct _mesa_glsl_parse_state *state;
shader->Type = sh->Type; void
shader->Name = sh->Name; _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
shader->RefCount = 1; {
shader->Source = sh->Source; struct _mesa_glsl_parse_state *state;
shader->SourceLen = strlen(sh->Source);
shader->mesa_shader = sh;
state = talloc_zero(shader, struct _mesa_glsl_parse_state); state = talloc_zero(shader, struct _mesa_glsl_parse_state);
switch (shader->Type) { switch (shader->Type) {
@@ -1665,7 +1655,7 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
state->scanner = NULL; state->scanner = NULL;
state->translation_unit.make_empty(); state->translation_unit.make_empty();
state->symbols = new(mem_ctx) glsl_symbol_table; state->symbols = new(shader) glsl_symbol_table;
state->info_log = talloc_strdup(shader, ""); state->info_log = talloc_strdup(shader, "");
state->error = false; state->error = false;
state->temp_index = 0; state->temp_index = 0;
@@ -1686,25 +1676,25 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
_mesa_glsl_lexer_dtor(state); _mesa_glsl_lexer_dtor(state);
} }
shader->ir.make_empty(); shader->ir = new(shader) exec_list;
if (!state->error && !state->translation_unit.is_empty()) if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(&shader->ir, state); _mesa_ast_to_hir(shader->ir, state);
/* Optimization passes */ /* Optimization passes */
if (!state->error && !shader->ir.is_empty()) { if (!state->error && !shader->ir->is_empty()) {
bool progress; bool progress;
do { do {
progress = false; progress = false;
progress = do_function_inlining(&shader->ir) || progress; progress = do_function_inlining(shader->ir) || progress;
progress = do_if_simplification(&shader->ir) || progress; progress = do_if_simplification(shader->ir) || progress;
progress = do_copy_propagation(&shader->ir) || progress; progress = do_copy_propagation(shader->ir) || progress;
progress = do_dead_code_local(&shader->ir) || progress; progress = do_dead_code_local(shader->ir) || progress;
progress = do_dead_code_unlinked(state, &shader->ir) || progress; progress = do_dead_code_unlinked(state, shader->ir) || progress;
progress = do_constant_variable_unlinked(&shader->ir) || progress; progress = do_constant_variable_unlinked(shader->ir) || progress;
progress = do_constant_folding(&shader->ir) || progress; progress = do_constant_folding(shader->ir) || progress;
progress = do_vec_index_to_swizzle(&shader->ir) || progress; progress = do_vec_index_to_swizzle(shader->ir) || progress;
progress = do_swizzle_swizzle(&shader->ir) || progress; progress = do_swizzle_swizzle(shader->ir) || progress;
} while (progress); } while (progress);
} }
@@ -1714,23 +1704,6 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
shader->InfoLog = state->info_log; shader->InfoLog = state->info_log;
talloc_free(state); talloc_free(state);
return shader;
}
extern "C" {
void
_mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *sh)
{
struct glsl_shader *shader;
TALLOC_CTX *mem_ctx = talloc_new(NULL);
shader = _mesa_get_glsl_shader(ctx, mem_ctx, sh);
sh->CompileStatus = shader->CompileStatus;
sh->InfoLog = strdup(shader->InfoLog);
talloc_free(mem_ctx);
} }
void void
@@ -1738,18 +1711,16 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
{ {
struct glsl_program *whole_program; struct glsl_program *whole_program;
unsigned int i; unsigned int i;
_mesa_clear_shader_program_data(ctx, prog); _mesa_clear_shader_program_data(ctx, prog);
whole_program = talloc_zero(NULL, struct glsl_program); whole_program = talloc_zero(NULL, struct glsl_program);
whole_program->LinkStatus = GL_TRUE; whole_program->LinkStatus = GL_TRUE;
whole_program->NumShaders = prog->NumShaders; whole_program->NumShaders = prog->NumShaders;
whole_program->Shaders = talloc_array(whole_program, struct glsl_shader *, whole_program->Shaders = talloc_array(whole_program, struct gl_shader *,
prog->NumShaders); prog->NumShaders);
for (i = 0; i < prog->NumShaders; i++) { for (i = 0; i < prog->NumShaders; i++) {
whole_program->Shaders[i] = _mesa_get_glsl_shader(ctx, whole_program, whole_program->Shaders[i] = prog->Shaders[i];
prog->Shaders[i]);
if (!whole_program->Shaders[i]->CompileStatus) { if (!whole_program->Shaders[i]->CompileStatus) {
whole_program->InfoLog = whole_program->InfoLog =
talloc_asprintf_append(whole_program->InfoLog, talloc_asprintf_append(whole_program->InfoLog,

View File

@@ -44,7 +44,7 @@
#include "shader/prog_uniform.h" #include "shader/prog_uniform.h"
#include "shader/shader_api.h" #include "shader/shader_api.h"
#include "shader/uniforms.h" #include "shader/uniforms.h"
#include "talloc.h"
/** /**
* Allocate a new gl_shader_program object, initialize it. * Allocate a new gl_shader_program object, initialize it.
@@ -253,7 +253,7 @@ _mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
{ {
struct gl_shader *shader; struct gl_shader *shader;
assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER); assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
shader = CALLOC_STRUCT(gl_shader); shader = talloc_zero(NULL, struct gl_shader);
if (shader) { if (shader) {
shader->Type = type; shader->Type = type;
shader->Name = name; shader->Name = name;
@@ -268,10 +268,8 @@ _mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
{ {
if (sh->Source) if (sh->Source)
free((void *) sh->Source); free((void *) sh->Source);
if (sh->InfoLog)
free(sh->InfoLog);
_mesa_reference_program(ctx, &sh->Program, NULL); _mesa_reference_program(ctx, &sh->Program, NULL);
free(sh); talloc_free(sh);
} }