glsl: Slightly change the semantic of _LinkedShaders

Previously _LinkedShaders was a compact array of the linked shaders
for each shader stage.  Now it is arranged such that each slot,
indexed by the MESA_SHADER_* defines, refers to a specific shader
stage.  As a result, some slots will be NULL.  This makes things a
little more complex in the linker, but it simplifies things in other
places.

As a side effect _NumLinkedShaders is removed.

NOTE: This may be a candidate for the 7.9 branch.  If there are other
patches that get backported to 7.9 that use _LinkedShader, this patch
should be cherry picked also.
This commit is contained in:
Ian Romanick
2010-10-14 13:28:42 -07:00
parent 4b4284c9c9
commit 3322fbaf3b
10 changed files with 129 additions and 72 deletions

View File

@@ -29,9 +29,17 @@
#include <errno.h>
#include "glcpp.h"
#include "main/mtypes.h"
#include "main/shaderobj.h"
extern int yydebug;
void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh)
{
*ptr = sh;
}
/* Read from fd until EOF and return a string of everything read.
*/
static char *