Use glsl_program instead of an open-coded vector of shaders
This commit is contained in:
16
main.cpp
16
main.cpp
@@ -175,20 +175,20 @@ main(int argc, char **argv)
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if (argc <= optind)
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if (argc <= optind)
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usage_fail(argv[0]);
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usage_fail(argv[0]);
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struct glsl_shader **prog_list = NULL;
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struct glsl_program whole_program;
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unsigned prog_list_len = 0;
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memset(&whole_program, 0, sizeof(whole_program));
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for (/* empty */; argc > optind; optind++) {
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for (/* empty */; argc > optind; optind++) {
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prog_list = (struct glsl_shader **)
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whole_program.Shaders = (struct glsl_shader **)
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realloc(prog_list,
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realloc(whole_program.Shaders,
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sizeof(struct glsl_shader *) * (prog_list_len + 1));
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sizeof(struct glsl_shader *) * (whole_program.NumShaders + 1));
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assert(prog_list != NULL);
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assert(whole_program.Shaders != NULL);
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struct glsl_shader *prog = new glsl_shader;
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struct glsl_shader *prog = new glsl_shader;
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memset(prog, 0, sizeof(*prog));
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memset(prog, 0, sizeof(*prog));
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prog_list[prog_list_len] = prog;
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whole_program.Shaders[whole_program.NumShaders] = prog;
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prog_list_len++;
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whole_program.NumShaders++;
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const unsigned len = strlen(argv[optind]);
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const unsigned len = strlen(argv[optind]);
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if (len < 6)
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if (len < 6)
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