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

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