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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@@ -291,7 +291,8 @@ private:
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void
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cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
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gl_shader *producer, gl_shader *consumer);
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gl_linked_shader *producer,
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gl_linked_shader *consumer);
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bool
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parse_tfeedback_decls(struct gl_context *ctx, struct gl_shader_program *prog,
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@@ -299,13 +300,13 @@ parse_tfeedback_decls(struct gl_context *ctx, struct gl_shader_program *prog,
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char **varying_names, tfeedback_decl *decls);
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bool
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process_xfb_layout_qualifiers(void *mem_ctx, const gl_shader *sh,
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process_xfb_layout_qualifiers(void *mem_ctx, const gl_linked_shader *sh,
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unsigned *num_tfeedback_decls,
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char ***varying_names);
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void
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remove_unused_shader_inputs_and_outputs(bool is_separate_shader_object,
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gl_shader *sh,
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gl_linked_shader *sh,
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enum ir_variable_mode mode);
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bool
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@@ -318,24 +319,26 @@ bool
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assign_varying_locations(struct gl_context *ctx,
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void *mem_ctx,
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struct gl_shader_program *prog,
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gl_shader *producer, gl_shader *consumer,
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gl_linked_shader *producer,
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gl_linked_shader *consumer,
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unsigned num_tfeedback_decls,
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tfeedback_decl *tfeedback_decls,
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const uint64_t reserved_slots);
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uint64_t
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reserved_varying_slot(struct gl_shader *stage, ir_variable_mode io_mode);
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reserved_varying_slot(struct gl_linked_shader *stage,
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ir_variable_mode io_mode);
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bool
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check_against_output_limit(struct gl_context *ctx,
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struct gl_shader_program *prog,
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gl_shader *producer,
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gl_linked_shader *producer,
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unsigned num_explicit_locations);
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bool
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check_against_input_limit(struct gl_context *ctx,
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struct gl_shader_program *prog,
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gl_shader *consumer,
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gl_linked_shader *consumer,
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unsigned num_explicit_locations);
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#endif /* GLSL_LINK_VARYINGS_H */
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