glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program.
This avoids more allocation and shuffling of data around.
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+2
-2
@@ -206,9 +206,9 @@ main(int argc, char **argv)
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if (argc <= optind)
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usage_fail(argv[0]);
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struct glsl_program *whole_program;
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struct gl_shader_program *whole_program;
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whole_program = talloc_zero (NULL, struct glsl_program);
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whole_program = talloc_zero (NULL, struct gl_shader_program);
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assert(whole_program != NULL);
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for (/* empty */; argc > optind; optind++) {
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