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authorIan Romanick <ian.d.romanick@intel.com>2010-06-29 17:58:43 -0700
committerIan Romanick <ian.d.romanick@intel.com>2010-06-30 12:20:44 -0700
commitef5f1948316664055c1444d12076c7d86589a8b9 (patch)
treee69e3caf28c103fb66ceabb06b0b8aca3773668b /src/glsl
parentedcb9c2b062693a5974aa74725f6259023fff794 (diff)
linker: Don't dynamically allocate slots for linked shaders
The can be at most one shader per stage. There are currently only two stages. There is zero reason to dynamically size this array.
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/linker.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index a53e91d2ef..11fccba378 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -823,8 +823,6 @@ link_shaders(struct gl_shader_program *prog)
goto done;
- prog->_LinkedShaders = (struct gl_shader **)
- calloc(2, sizeof(struct gl_shader *));
prog->_NumLinkedShaders = 0;
if (num_vert_shaders > 0) {