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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@@ -886,7 +886,7 @@ public:
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* shaders).
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*/
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static void
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link_update_uniform_buffer_variables(struct gl_shader *shader)
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link_update_uniform_buffer_variables(struct gl_linked_shader *shader)
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{
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foreach_in_list(ir_instruction, node, shader->ir) {
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ir_variable *const var = node->as_variable();
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@@ -1022,7 +1022,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
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count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms);
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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struct gl_shader *sh = prog->_LinkedShaders[i];
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struct gl_linked_shader *sh = prog->_LinkedShaders[i];
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if (sh == NULL)
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continue;
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@@ -1204,7 +1204,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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continue;
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for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
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struct gl_shader *sh = prog->_LinkedShaders[j];
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struct gl_linked_shader *sh = prog->_LinkedShaders[j];
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if (!sh)
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continue;
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@@ -1234,7 +1234,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
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continue;
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for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
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struct gl_shader *sh = prog->_LinkedShaders[j];
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struct gl_linked_shader *sh = prog->_LinkedShaders[j];
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if (!sh)
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continue;
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