5b331f6fcb
Previously, we stored an array of up to 16 additional shaders to link, as well as a count of how many each shader actually needed. Since the built-in functions rewrite, all the built-ins are stored in a single shader. So all we need is a boolean indicating whether a shader needs to link against built-ins or not. During linking, we can avoid creating the temporary array if none of the shaders being linked need built-ins. Otherwise, it's simply a copy of the array that has one additional element. This is much simpler. This patch saves approximately 128 bytes of memory per gl_shader object. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>