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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/uniform_query.cpp
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/uniform_query.cpp')
-rw-r--r--src/mesa/main/uniform_query.cpp4
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] =