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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@@ -1264,7 +1264,7 @@ _mesa_program_resource_prop(struct gl_shader_program *shProg,
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return 1;
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case GL_COMPATIBLE_SUBROUTINES: {
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const struct gl_uniform_storage *uni;
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struct gl_shader *sh;
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struct gl_linked_shader *sh;
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unsigned count, i;
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int j;
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