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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/main/uniform_query.cpp | |
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/main/uniform_query.cpp')
-rw-r--r-- | src/mesa/main/uniform_query.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp index 127f097..67375a1 100644 --- a/src/mesa/main/uniform_query.cpp +++ b/src/mesa/main/uniform_query.cpp @@ -824,7 +824,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, if (uni->type->is_sampler()) { bool flushed = false; for (int i = 0; i < MESA_SHADER_STAGES; i++) { - struct gl_shader *const sh = shProg->_LinkedShaders[i]; + struct gl_linked_shader *const sh = shProg->_LinkedShaders[i]; /* If the shader stage doesn't use the sampler uniform, skip this. */ @@ -876,7 +876,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, if (uni->type->is_image()) { for (int i = 0; i < MESA_SHADER_STAGES; i++) { if (uni->opaque[i].active) { - struct gl_shader *sh = shProg->_LinkedShaders[i]; + struct gl_linked_shader *sh = shProg->_LinkedShaders[i]; for (int j = 0; j < count; j++) sh->ImageUnits[uni->opaque[i].index + offset + j] = |