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

@@ -131,7 +131,7 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
}
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
gl_shader *shader = prog->_LinkedShaders[sh];
gl_linked_shader *shader = prog->_LinkedShaders[sh];
if (shader) {
if (storage->type->base_type == GLSL_TYPE_SAMPLER &&
@@ -243,7 +243,7 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
if (storage->type->is_sampler()) {
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
gl_shader *shader = prog->_LinkedShaders[sh];
gl_linked_shader *shader = prog->_LinkedShaders[sh];
if (shader && storage->opaque[sh].active) {
unsigned index = storage->opaque[sh].index;
@@ -263,7 +263,7 @@ link_set_uniform_initializers(struct gl_shader_program *prog,
void *mem_ctx = NULL;
for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *shader = prog->_LinkedShaders[i];
struct gl_linked_shader *shader = prog->_LinkedShaders[i];
if (shader == NULL)
continue;