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authorKenneth Graunke <kenneth@whitecape.org>2010-06-25 13:14:37 -0700
committerIan Romanick <ian.d.romanick@intel.com>2010-06-30 13:52:24 -0700
commit953ff1283d3d52e6a6b4850c2b0b574111625010 (patch)
treececa1c6c108067efcc948822b94b4f78c45d7afa /configs/beos
parent116f1d4f95d8eb0a82b272016590549632c865b3 (diff)
glsl2: Use _mesa_glsl_parse_state as the talloc parent, not glsl_shader.
_mesa_glsl_parse_state should be the parent for all temporary allocation done while compiling a shader. glsl_shader should only be used as the parent for the shader's final IR---the _result_ of compilation. Since many IR instructions may be added or discarded during optimization passes, IR should not ever be allocated to glsl_shader directly. Done via sed -i s/talloc_parent(state)/state/g and s/talloc_parent(st)/st/g. This also removes a ton of talloc_parent calls, which may help performance.
Diffstat (limited to 'configs/beos')
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