This will be used to enable us to store the current gl_program
rather than gl_shader_program in the gl_pipline_object allowing
us to simplify handing of validation.
Also we should not be depending on _LinkedShader for this information
as it may contain shaders from a failed linking attempt rather than
the current program still in use.
We could also use this mask to iterate over the stages during linking
with _mesa_bit_scan() rather then the current method of NULL checking
each stage.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
}
prog->_LinkedShaders[stage] = sh;
+ prog->data->linked_stages |= 1 << stage;
}
}
GLboolean LinkStatus; /**< GL_LINK_STATUS */
GLboolean Validated;
GLchar *InfoLog;
+
+ /* Mask of stages this program was linked against */
+ unsigned linked_stages;
};
/**