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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/main/api_validate.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/main/api_validate.c')
-rw-r--r--src/mesa/main/api_validate.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index 8efbf50..c096224 100644
--- a/src/mesa/main/api_validate.c
+++ b/src/mesa/main/api_validate.c
@@ -207,7 +207,8 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
GLenum mode_before_gs = mode;
if (tes) {
- struct gl_shader *tes_sh = tes->_LinkedShaders[MESA_SHADER_TESS_EVAL];
+ struct gl_linked_shader *tes_sh =
+ tes->_LinkedShaders[MESA_SHADER_TESS_EVAL];
if (tes_sh->TessEval.PointMode)
mode_before_gs = GL_POINTS;
else if (tes_sh->TessEval.PrimitiveMode == GL_ISOLINES)
@@ -324,7 +325,8 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
else if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]) {
struct gl_shader_program *tes =
ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
- struct gl_shader *tes_sh = tes->_LinkedShaders[MESA_SHADER_TESS_EVAL];
+ struct gl_linked_shader *tes_sh =
+ tes->_LinkedShaders[MESA_SHADER_TESS_EVAL];
if (tes_sh->TessEval.PointMode)
pass = ctx->TransformFeedback.Mode == GL_POINTS;
else if (tes_sh->TessEval.PrimitiveMode == GL_ISOLINES)