glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program.

This avoids more allocation and shuffling of data around.
This commit is contained in:
Eric Anholt
2010-06-30 11:49:17 -07:00
parent 0eda9ae0a6
commit 849e18153c
6 changed files with 36 additions and 66 deletions

View File

@@ -1709,48 +1709,49 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
void
_mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
{
struct glsl_program *whole_program;
unsigned int i;
_mesa_clear_shader_program_data(ctx, prog);
whole_program = talloc_zero(NULL, struct glsl_program);
whole_program->LinkStatus = GL_TRUE;
whole_program->NumShaders = prog->NumShaders;
whole_program->Shaders = talloc_array(whole_program, struct gl_shader *,
prog->NumShaders);
prog->LinkStatus = GL_TRUE;
for (i = 0; i < prog->NumShaders; i++) {
whole_program->Shaders[i] = prog->Shaders[i];
if (!whole_program->Shaders[i]->CompileStatus) {
whole_program->InfoLog =
talloc_asprintf_append(whole_program->InfoLog,
if (!prog->Shaders[i]->CompileStatus) {
prog->InfoLog =
talloc_asprintf_append(prog->InfoLog,
"linking with uncompiled shader");
whole_program->LinkStatus = GL_FALSE;
prog->LinkStatus = GL_FALSE;
}
}
prog->Uniforms = _mesa_new_uniform_list();
prog->Varying = _mesa_new_parameter_list();
_mesa_reference_vertprog(ctx, &prog->VertexProgram, NULL);
_mesa_reference_fragprog(ctx, &prog->FragmentProgram, NULL);
if (whole_program->LinkStatus)
link_shaders(whole_program);
if (prog->LinkStatus) {
link_shaders(prog);
prog->LinkStatus = whole_program->LinkStatus;
/* We don't use the linker's uniforms list, and cook up our own at
* generate time.
*/
free(prog->Uniforms);
prog->Uniforms = _mesa_new_uniform_list();
}
prog->LinkStatus = prog->LinkStatus;
/* FINISHME: This should use the linker-generated code */
if (prog->LinkStatus) {
for (i = 0; i < prog->NumShaders; i++) {
struct gl_program *linked_prog;
linked_prog = get_mesa_program(ctx, whole_program,
whole_program->Shaders[i]);
linked_prog = get_mesa_program(ctx, prog,
prog->Shaders[i]);
count_resources(linked_prog);
link_uniforms_to_shared_uniform_list(prog->Uniforms, linked_prog);
switch (whole_program->Shaders[i]->Type) {
switch (prog->Shaders[i]->Type) {
case GL_VERTEX_SHADER:
_mesa_reference_vertprog(ctx, &prog->VertexProgram,
(struct gl_vertex_program *)linked_prog);
@@ -1766,8 +1767,6 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
}
}
}
talloc_free(whole_program);
}
} /* extern "C" */