We also add the stubs for the standalone compiler in this change.
By adding a reference here we can now refactor some code to use
gl_program where we were previously awkwardly using gl_shader_program.
Reviewed-by: Eric Anholt <eric@anholt.net>
return NULL;
}
+ _mesa_reference_shader_program_data(ctx, &gl_prog->sh.data, prog->data);
+
/* Don't use _mesa_reference_program() just take ownership */
linked->Program = gl_prog;
}
void
+_mesa_reference_shader_program_data(struct gl_context *ctx,
+ struct gl_shader_program_data **ptr,
+ struct gl_shader_program_data *data)
+{
+ (void) ctx;
+ *ptr = data;
+}
+
+void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh)
{
_mesa_warning(struct gl_context *ctx, const char *fmtString, ... );
extern "C" void
+_mesa_reference_shader_program_data(struct gl_context *ctx,
+ struct gl_shader_program_data **ptr,
+ struct gl_shader_program_data *data);
+
+extern "C" void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh);
struct {
/** Fields used by GLSL programs */
struct {
+ /** Data shared by gl_program and gl_shader_program */
+ struct gl_shader_program_data *data;
+
struct gl_active_atomic_buffer **AtomicBuffers;
/** Post-link transform feedback info. */
#include "main/framebuffer.h"
#include "main/hash.h"
#include "main/macros.h"
+#include "main/shaderobj.h"
#include "program.h"
#include "prog_cache.h"
#include "prog_parameter.h"
if (deleteFlag) {
assert(ctx);
+ _mesa_reference_shader_program_data(ctx, &oldProg->sh.data, NULL);
ctx->Driver.DeleteProgram(ctx, oldProg);
}