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author | Ian Romanick <ian.d.romanick@intel.com> | 2010-10-14 13:28:42 -0700 |
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committer | Ian Romanick <ian.d.romanick@intel.com> | 2010-10-14 17:16:59 -0700 |
commit | 3322fbaf3b5e305ce00c1d08c26965bb98e0cef0 (patch) | |
tree | 30aba427f916748177148fb74e495619c527e8a6 /src/mesa/drivers/dri/i965/brw_program.c | |
parent | 4b4284c9c9b472f750663352485290c22f8c3921 (diff) | |
download | external_mesa3d-3322fbaf3b5e305ce00c1d08c26965bb98e0cef0.zip external_mesa3d-3322fbaf3b5e305ce00c1d08c26965bb98e0cef0.tar.gz external_mesa3d-3322fbaf3b5e305ce00c1d08c26965bb98e0cef0.tar.bz2 |
glsl: Slightly change the semantic of _LinkedShaders
Previously _LinkedShaders was a compact array of the linked shaders
for each shader stage. Now it is arranged such that each slot,
indexed by the MESA_SHADER_* defines, refers to a specific shader
stage. As a result, some slots will be NULL. This makes things a
little more complex in the linker, but it simplifies things in other
places.
As a side effect _NumLinkedShaders is removed.
NOTE: This may be a candidate for the 7.9 branch. If there are other
patches that get backported to 7.9 that use _LinkedShader, this patch
should be cherry picked also.
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_program.c')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_program.c | 12 |
1 files changed, 3 insertions, 9 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_program.c b/src/mesa/drivers/dri/i965/brw_program.c index 8bc255a..1367d81 100644 --- a/src/mesa/drivers/dri/i965/brw_program.c +++ b/src/mesa/drivers/dri/i965/brw_program.c @@ -148,15 +148,9 @@ static GLboolean brwProgramStringNotify( struct gl_context *ctx, * using the new FS backend. */ shader_program = _mesa_lookup_shader_program(ctx, prog->Id); - if (shader_program) { - for (i = 0; i < shader_program->_NumLinkedShaders; i++) { - struct brw_shader *shader; - - shader = (struct brw_shader *)shader_program->_LinkedShaders[i]; - if (shader->base.Type == GL_FRAGMENT_SHADER && shader->ir) { - return GL_TRUE; - } - } + if (shader_program + && shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT]) { + return GL_TRUE; } } else if (target == GL_VERTEX_PROGRAM_ARB) { |