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