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:
@@ -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 *
|
||||
|
Reference in New Issue
Block a user