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:
@@ -116,7 +116,7 @@ private:
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void
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linker_error_printf(glsl_program *prog, const char *fmt, ...)
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linker_error_printf(gl_shader_program *prog, const char *fmt, ...)
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{
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va_list ap;
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@@ -186,7 +186,7 @@ count_attribute_slots(const glsl_type *t)
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* \param shader Vertex shader executable to be verified
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*/
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bool
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validate_vertex_shader_executable(struct glsl_program *prog,
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validate_vertex_shader_executable(struct gl_shader_program *prog,
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struct gl_shader *shader)
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{
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if (shader == NULL)
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@@ -215,7 +215,7 @@ validate_vertex_shader_executable(struct glsl_program *prog,
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* \param shader Fragment shader executable to be verified
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*/
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bool
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validate_fragment_shader_executable(struct glsl_program *prog,
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validate_fragment_shader_executable(struct gl_shader_program *prog,
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struct gl_shader *shader)
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{
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if (shader == NULL)
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@@ -252,7 +252,7 @@ validate_fragment_shader_executable(struct glsl_program *prog,
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* Perform validation of uniforms used across multiple shader stages
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*/
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bool
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cross_validate_uniforms(struct glsl_program *prog)
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cross_validate_uniforms(struct gl_shader_program *prog)
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{
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/* Examine all of the uniforms in all of the shaders and cross validate
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* them.
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@@ -308,7 +308,7 @@ cross_validate_uniforms(struct glsl_program *prog)
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* Validate that outputs from one stage match inputs of another
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*/
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bool
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cross_validate_outputs_to_inputs(struct glsl_program *prog,
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cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
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gl_shader *producer, gl_shader *consumer)
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{
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glsl_symbol_table parameters;
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@@ -412,7 +412,7 @@ struct uniform_node {
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};
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void
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assign_uniform_locations(struct glsl_program *prog)
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assign_uniform_locations(struct gl_shader_program *prog)
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{
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/* */
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exec_list uniforms;
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@@ -533,7 +533,7 @@ find_available_slots(unsigned used_mask, unsigned needed_count)
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bool
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assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index)
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assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index)
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{
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/* Mark invalid attribute locations as being used.
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*/
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@@ -767,7 +767,7 @@ assign_varying_locations(gl_shader *producer, gl_shader *consumer)
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void
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link_shaders(struct glsl_program *prog)
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link_shaders(struct gl_shader_program *prog)
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{
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prog->LinkStatus = false;
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prog->Validated = false;
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@@ -206,9 +206,9 @@ main(int argc, char **argv)
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if (argc <= optind)
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usage_fail(argv[0]);
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struct glsl_program *whole_program;
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struct gl_shader_program *whole_program;
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whole_program = talloc_zero (NULL, struct glsl_program);
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whole_program = talloc_zero (NULL, struct gl_shader_program);
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assert(whole_program != NULL);
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for (/* empty */; argc > optind; optind++) {
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@@ -29,37 +29,5 @@ extern "C" {
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#include "shader/prog_uniform.h"
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}
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/**
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* Based on gl_shader_program in Mesa's mtypes.h.
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*/
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struct glsl_program {
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GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
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GLuint Name; /**< aka handle or ID */
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GLint RefCount; /**< Reference count */
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GLboolean DeletePending;
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GLuint NumShaders; /**< number of attached shaders */
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struct gl_shader **Shaders; /**< List of attached the shaders */
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/**
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* Per-stage shaders resulting from the first stage of linking.
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*/
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/*@{*/
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unsigned _NumLinkedShaders;
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struct gl_shader **_LinkedShaders;
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/*@}*/
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/** User-defined attribute bindings (glBindAttribLocation) */
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struct gl_program_parameter_list *Attributes;
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/* post-link info: */
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struct gl_uniform_list *Uniforms;
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struct gl_program_parameter_list *Varying;
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GLboolean LinkStatus; /**< GL_LINK_STATUS */
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GLboolean Validated;
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GLboolean _Used; /**< Ever used for drawing? */
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GLchar *InfoLog;
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};
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extern void
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link_shaders(struct glsl_program *prog);
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link_shaders(struct gl_shader_program *prog);
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@@ -2005,6 +2005,9 @@ struct gl_shader_program
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GLboolean Validated;
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GLboolean _Used; /**< Ever used for drawing? */
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GLchar *InfoLog;
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GLuint _NumLinkedShaders;
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struct gl_shader **_LinkedShaders;
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};
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@@ -1709,48 +1709,49 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
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void
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_mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
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{
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struct glsl_program *whole_program;
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unsigned int i;
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_mesa_clear_shader_program_data(ctx, prog);
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whole_program = talloc_zero(NULL, struct glsl_program);
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whole_program->LinkStatus = GL_TRUE;
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whole_program->NumShaders = prog->NumShaders;
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whole_program->Shaders = talloc_array(whole_program, struct gl_shader *,
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prog->NumShaders);
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prog->LinkStatus = GL_TRUE;
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for (i = 0; i < prog->NumShaders; i++) {
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whole_program->Shaders[i] = prog->Shaders[i];
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if (!whole_program->Shaders[i]->CompileStatus) {
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whole_program->InfoLog =
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talloc_asprintf_append(whole_program->InfoLog,
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if (!prog->Shaders[i]->CompileStatus) {
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prog->InfoLog =
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talloc_asprintf_append(prog->InfoLog,
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"linking with uncompiled shader");
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whole_program->LinkStatus = GL_FALSE;
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prog->LinkStatus = GL_FALSE;
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}
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}
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prog->Uniforms = _mesa_new_uniform_list();
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prog->Varying = _mesa_new_parameter_list();
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_mesa_reference_vertprog(ctx, &prog->VertexProgram, NULL);
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_mesa_reference_fragprog(ctx, &prog->FragmentProgram, NULL);
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if (whole_program->LinkStatus)
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link_shaders(whole_program);
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if (prog->LinkStatus) {
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link_shaders(prog);
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prog->LinkStatus = whole_program->LinkStatus;
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/* We don't use the linker's uniforms list, and cook up our own at
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* generate time.
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*/
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free(prog->Uniforms);
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prog->Uniforms = _mesa_new_uniform_list();
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}
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prog->LinkStatus = prog->LinkStatus;
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/* FINISHME: This should use the linker-generated code */
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if (prog->LinkStatus) {
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for (i = 0; i < prog->NumShaders; i++) {
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struct gl_program *linked_prog;
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linked_prog = get_mesa_program(ctx, whole_program,
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whole_program->Shaders[i]);
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linked_prog = get_mesa_program(ctx, prog,
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prog->Shaders[i]);
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count_resources(linked_prog);
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link_uniforms_to_shared_uniform_list(prog->Uniforms, linked_prog);
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switch (whole_program->Shaders[i]->Type) {
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switch (prog->Shaders[i]->Type) {
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case GL_VERTEX_SHADER:
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_mesa_reference_vertprog(ctx, &prog->VertexProgram,
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(struct gl_vertex_program *)linked_prog);
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@@ -1766,8 +1767,6 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
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}
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}
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}
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talloc_free(whole_program);
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}
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} /* extern "C" */
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@@ -53,7 +53,7 @@ static struct gl_shader_program *
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_mesa_new_shader_program(GLcontext *ctx, GLuint name)
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{
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struct gl_shader_program *shProg;
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shProg = CALLOC_STRUCT(gl_shader_program);
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shProg = talloc_zero(NULL, struct gl_shader_program);
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if (shProg) {
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shProg->Type = GL_SHADER_PROGRAM_MESA;
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shProg->Name = name;
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@@ -117,7 +117,7 @@ _mesa_free_shader_program_data(GLcontext *ctx,
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}
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if (shProg->InfoLog) {
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free(shProg->InfoLog);
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talloc_free(shProg->InfoLog);
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shProg->InfoLog = NULL;
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}
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@@ -139,7 +139,7 @@ _mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
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{
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_mesa_free_shader_program_data(ctx, shProg);
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free(shProg);
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talloc_free(shProg);
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}
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