The can be at most one shader per stage. There are currently only two
stages. There is zero reason to dynamically size this array.
goto done;
- prog->_LinkedShaders = (struct gl_shader **)
- calloc(2, sizeof(struct gl_shader *));
prog->_NumLinkedShaders = 0;
if (num_vert_shaders > 0) {
GLboolean _Used; /**< Ever used for drawing? */
GLchar *InfoLog;
+ /**
+ * Per-stage shaders resulting from the first stage of linking.
+ */
+ /*@{*/
GLuint _NumLinkedShaders;
- struct gl_shader **_LinkedShaders;
+ struct gl_shader *_LinkedShaders[2];
+ /*@}*/
};