Use glsl_program instead of an open-coded vector of shaders

This commit is contained in:
Ian Romanick
2010-06-17 12:59:45 -07:00
parent 3f09c2508a
commit 705fb01b59

View File

@@ -175,20 +175,20 @@ main(int argc, char **argv)
if (argc <= optind) if (argc <= optind)
usage_fail(argv[0]); usage_fail(argv[0]);
struct glsl_shader **prog_list = NULL; struct glsl_program whole_program;
unsigned prog_list_len = 0; memset(&whole_program, 0, sizeof(whole_program));
for (/* empty */; argc > optind; optind++) { for (/* empty */; argc > optind; optind++) {
prog_list = (struct glsl_shader **) whole_program.Shaders = (struct glsl_shader **)
realloc(prog_list, realloc(whole_program.Shaders,
sizeof(struct glsl_shader *) * (prog_list_len + 1)); sizeof(struct glsl_shader *) * (whole_program.NumShaders + 1));
assert(prog_list != NULL); assert(whole_program.Shaders != NULL);
struct glsl_shader *prog = new glsl_shader; struct glsl_shader *prog = new glsl_shader;
memset(prog, 0, sizeof(*prog)); memset(prog, 0, sizeof(*prog));
prog_list[prog_list_len] = prog; whole_program.Shaders[whole_program.NumShaders] = prog;
prog_list_len++; whole_program.NumShaders++;
const unsigned len = strlen(argv[optind]); const unsigned len = strlen(argv[optind]);
if (len < 6) if (len < 6)