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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@@ -44,9 +44,16 @@ _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
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extern "C" struct gl_shader *
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_mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage);
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extern "C" struct gl_linked_shader *
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_mesa_new_linked_shader(gl_shader_stage stage);
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extern "C" void
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_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh);
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extern "C" void
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_mesa_delete_linked_shader(struct gl_context *ctx,
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struct gl_linked_shader *sh);
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extern "C" void
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_mesa_clear_shader_program_data(struct gl_shader_program *);
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