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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@@ -94,7 +94,7 @@ vector_deref_visitor::handle_rvalue(ir_rvalue **rv)
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}
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bool
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lower_vector_derefs(gl_shader *shader)
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lower_vector_derefs(gl_linked_shader *shader)
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{
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vector_deref_visitor v;
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