linker: Don't dynamically allocate slots for linked shaders

The can be at most one shader per stage.  There are currently only two
stages.  There is zero reason to dynamically size this array.
This commit is contained in:
Ian Romanick
2010-06-29 17:58:43 -07:00
parent edcb9c2b06
commit ef5f194831
2 changed files with 6 additions and 3 deletions

View File

@@ -823,8 +823,6 @@ link_shaders(struct gl_shader_program *prog)
goto done;
prog->_LinkedShaders = (struct gl_shader **)
calloc(2, sizeof(struct gl_shader *));
prog->_NumLinkedShaders = 0;
if (num_vert_shaders > 0) {