i965: Make shader_time store names/ids instead of referencing shaders.
Jason noticed that shader_time was bumping the reference count on the
gl_shader_program and gl_program structures, in code called during
compilation.
Not only were these never unreferenced, but it meant fragment shaders
might be referenced twice (SIMD8 and SIMD16)...or only once.
We don't actually need the programs. We just need their numeric ID and
their language (GLSL/ARB/FF) or KHR_debug label. If there's a label, we
have to strdup it since the underlying program could be deleted.
To be fair, we're not exactly cleaning that up either, but we at least
ralloc it out of the shader_time arrays, so if we ever bother cleaning
those up, they'll go away properly.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Acked-by: Anuj Phogat <anuj.phogat@gmail.com>