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authorTimothy Arceri <timothy.arceri@collabora.com>2016-06-30 14:55:40 +1000
committerTimothy Arceri <timothy.arceri@collabora.com>2016-06-30 16:51:25 +1000
commit1fb8c6df884c2a17cf980c4ea32db4c214903b55 (patch)
treea21b0de699816ce28de37dd61531a025cc984114 /src/mesa/drivers/dri/i965/brw_context.c
parent378f07ccb5bff7857d87a4fe5dff0b5e83f99895 (diff)
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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.c5
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++) {