Convert everything from the talloc API to the ralloc API.
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 4332338..3d1b8a2 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -172,9 +172,9 @@
 {
    va_list ap;
 
-   prog->InfoLog = talloc_strdup_append(prog->InfoLog, "error: ");
+   ralloc_strcat(&prog->InfoLog, "error: ");
    va_start(ap, fmt);
-   prog->InfoLog = talloc_vasprintf_append(prog->InfoLog, fmt, ap);
+   ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
    va_end(ap);
 }
 
@@ -432,7 +432,7 @@
 		   * FINISHME: will fail.
 		   */
 		  existing->constant_value =
-		     var->constant_value->clone(talloc_parent(existing), NULL);
+		     var->constant_value->clone(ralloc_parent(existing), NULL);
 	    }
 
 	    if (existing->invariant != var->invariant) {
@@ -1015,7 +1015,7 @@
    if (type->is_record()) {
       for (unsigned int i = 0; i < type->length; i++) {
 	 const glsl_type *field_type = type->fields.structure[i].type;
-	 char *field_name = talloc_asprintf(mem_ctx, "%s.%s", name,
+	 char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
 					    type->fields.structure[i].name);
 
 	 add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
@@ -1031,7 +1031,7 @@
 	 /* Array of structures. */
 	 if (array_elem_type->is_record()) {
 	    for (unsigned int i = 0; i < type->length; i++) {
-	       char *elem_name = talloc_asprintf(mem_ctx, "%s[%d]", name, i);
+	       char *elem_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
 	       add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
 			   shader_type, next_shader_pos, total_uniforms);
 	    }
@@ -1093,7 +1093,7 @@
    unsigned total_uniforms = 0;
    hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
 				    hash_table_string_compare);
-   void *mem_ctx = talloc_new(NULL);
+   void *mem_ctx = ralloc_context(NULL);
 
    for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
       if (prog->_LinkedShaders[i] == NULL)
@@ -1122,7 +1122,7 @@
       }
    }
 
-   talloc_free(mem_ctx);
+   ralloc_free(mem_ctx);
 
    gl_uniform_list *ul = (gl_uniform_list *)
       calloc(1, sizeof(gl_uniform_list));
@@ -1490,16 +1490,16 @@
 void
 link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 {
-   void *mem_ctx = talloc_init("temporary linker context");
+   void *mem_ctx = ralloc_context(NULL); // temporary linker context
 
    prog->LinkStatus = false;
    prog->Validated = false;
    prog->_Used = false;
 
    if (prog->InfoLog != NULL)
-      talloc_free(prog->InfoLog);
+      ralloc_free(prog->InfoLog);
 
-   prog->InfoLog = talloc_strdup(NULL, "");
+   prog->InfoLog = ralloc_strdup(NULL, "");
 
    /* Separate the shaders into groups based on their type.
     */
@@ -1694,5 +1694,5 @@
       reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
    }
 
-   talloc_free(mem_ctx);
+   ralloc_free(mem_ctx);
 }