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 <itoral@igalia.com>
This commit is contained in:
Timothy Arceri
2016-06-30 14:55:40 +10:00
parent 378f07ccb5
commit 1fb8c6df88
58 changed files with 386 additions and 215 deletions

View File

@@ -391,7 +391,7 @@ void
link_uniform_blocks(void *mem_ctx,
struct gl_context *ctx,
struct gl_shader_program *prog,
struct gl_shader **shader_list,
struct gl_linked_shader **shader_list,
unsigned num_shaders,
struct gl_uniform_block **ubo_blocks,
unsigned *num_ubo_blocks,