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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_gs.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_gs.c')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_gs.c | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_gs.c b/src/mesa/drivers/dri/i965/brw_gs.c index 4ac1009..1ce74d8 100644 --- a/src/mesa/drivers/dri/i965/brw_gs.c +++ b/src/mesa/drivers/dri/i965/brw_gs.c @@ -98,7 +98,6 @@ brw_codegen_gs_prog(struct brw_context *brw, struct brw_gs_prog_key *key) { struct brw_compiler *compiler = brw->intelScreen->compiler; - struct gl_shader *shader = prog->_LinkedShaders[MESA_SHADER_GEOMETRY]; struct brw_stage_state *stage_state = &brw->gs.base; struct brw_gs_prog_data prog_data; bool start_busy = false; @@ -117,7 +116,7 @@ brw_codegen_gs_prog(struct brw_context *brw, * padding around uniform values below vec4 size, so the worst case is that * every uniform is a float which gets padded to the size of a vec4. */ - struct gl_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY]; + struct gl_linked_shader *gs = prog->_LinkedShaders[MESA_SHADER_GEOMETRY]; struct brw_shader *bgs = (struct brw_shader *) gs; int param_count = gp->program.Base.nir->num_uniforms / 4; @@ -161,7 +160,7 @@ brw_codegen_gs_prog(struct brw_context *brw, char *error_str; const unsigned *program = brw_compile_gs(brw->intelScreen->compiler, brw, mem_ctx, key, - &prog_data, shader->Program->nir, prog, + &prog_data, gs->Program->nir, prog, st_index, &program_size, &error_str); if (program == NULL) { ralloc_free(mem_ctx); |