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author | Timothy Arceri <timothy.arceri@collabora.com> | 2016-06-30 14:55:40 +1000 |
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committer | Timothy Arceri <timothy.arceri@collabora.com> | 2016-06-30 16:51:25 +1000 |
commit | 1fb8c6df884c2a17cf980c4ea32db4c214903b55 (patch) | |
tree | a21b0de699816ce28de37dd61531a025cc984114 /src/mesa/drivers/dri/i965/brw_context.c | |
parent | 378f07ccb5bff7857d87a4fe5dff0b5e83f99895 (diff) | |
download | external_mesa3d-1fb8c6df884c2a17cf980c4ea32db4c214903b55.zip external_mesa3d-1fb8c6df884c2a17cf980c4ea32db4c214903b55.tar.gz external_mesa3d-1fb8c6df884c2a17cf980c4ea32db4c214903b55.tar.bz2 |
glsl/mesa: split gl_shader in two
There are two distinctly different uses of this struct. The first
is to store GL shader objects. The second is to store information
about a shader stage thats been linked.
The two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.
We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.
Acked-by: Iago Toral Quiroga <itoral@igalia.com>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_context.c')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_context.c | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c index c7a66cb..5e3c9d1 100644 --- a/src/mesa/drivers/dri/i965/brw_context.c +++ b/src/mesa/drivers/dri/i965/brw_context.c @@ -239,8 +239,9 @@ intel_update_state(struct gl_context * ctx, GLuint new_state) /* Resolve color for each active shader image. */ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { - const struct gl_shader *shader = ctx->_Shader->CurrentProgram[i] ? - ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i] : NULL; + const struct gl_linked_shader *shader = + ctx->_Shader->CurrentProgram[i] ? + ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i] : NULL; if (unlikely(shader && shader->NumImages)) { for (unsigned j = 0; j < shader->NumImages; j++) { |