#include "main/mfeatures.h"
#include "main/mtypes.h"
#include "main/shaderobj.h"
+#include "main/uniforms.h"
#include "program/program.h"
#include "program/prog_parameter.h"
-#include "program/prog_uniform.h"
#include "program/hash_table.h"
#include "ralloc.h"
static void
_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
{
- if (sh->Source)
- free((void *) sh->Source);
+ free((void *)sh->Source);
_mesa_reference_program(ctx, &sh->Program, NULL);
ralloc_free(sh);
}
prog->RefCount = 1;
prog->AttributeBindings = string_to_uint_map_ctor();
+ prog->FragDataBindings = string_to_uint_map_ctor();
+ prog->FragDataIndexBindings = string_to_uint_map_ctor();
-#if FEATURE_ARB_geometry_shader4
prog->Geom.VerticesOut = 0;
prog->Geom.InputType = GL_TRIANGLES;
prog->Geom.OutputType = GL_TRIANGLE_STRIP;
-#endif
+
+ prog->TransformFeedback.BufferMode = GL_INTERLEAVED_ATTRIBS;
prog->InfoLog = ralloc_strdup(prog, "");
}
_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
- if (shProg->Uniforms) {
- _mesa_free_uniform_list(shProg->Uniforms);
- shProg->Uniforms = NULL;
+ if (shProg->UniformStorage) {
+ unsigned i;
+ for (i = 0; i < shProg->NumUserUniformStorage; ++i)
+ _mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]);
+ ralloc_free(shProg->UniformStorage);
+ shProg->NumUserUniformStorage = 0;
+ shProg->UniformStorage = NULL;
}
- if (shProg->Varying) {
- _mesa_free_parameter_list(shProg->Varying);
- shProg->Varying = NULL;
+ if (shProg->UniformHash) {
+ string_to_uint_map_dtor(shProg->UniformHash);
+ shProg->UniformHash = NULL;
}
assert(shProg->InfoLog != NULL);
shProg->AttributeBindings = NULL;
}
+ if (shProg->FragDataBindings) {
+ string_to_uint_map_dtor(shProg->FragDataBindings);
+ shProg->FragDataBindings = NULL;
+ }
+
+ if (shProg->FragDataIndexBindings) {
+ string_to_uint_map_dtor(shProg->FragDataIndexBindings);
+ shProg->FragDataIndexBindings = NULL;
+ }
+
/* detach shaders */
for (i = 0; i < shProg->NumShaders; i++) {
_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
}
shProg->NumShaders = 0;
- if (shProg->Shaders) {
- free(shProg->Shaders);
- shProg->Shaders = NULL;
- }
+ free(shProg->Shaders);
+ shProg->Shaders = NULL;
/* Transform feedback varying vars */
for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {