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authorTimothy Arceri <[email protected]>2016-10-31 21:51:40 +1100
committerTimothy Arceri <[email protected]>2016-12-30 10:57:16 +1100
commit9ea513e22698fba429b8f3f2a9a0ccdbcc73d4a2 (patch)
tree47dd89281e8458ab29094fb8b18a10e0afb30288
parentb51bfbdd85da83f08e671b8bf25fa1f9153924ed (diff)
mesa: pass gl_program to _mesa_append_uniforms_to_file()
This now contains everything we need. Reviewed-by: Eric Anholt <[email protected]>
-rw-r--r--src/mesa/main/api_validate.c2
-rw-r--r--src/mesa/program/prog_print.c5
-rw-r--r--src/mesa/program/prog_print.h2
3 files changed, 4 insertions, 5 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index f68011ebbf9..33e80863842 100644
--- a/src/mesa/main/api_validate.c
+++ b/src/mesa/main/api_validate.c
@@ -210,7 +210,7 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
* program isn't also bound to the fragment shader target we don't
* want to log its fragment data.
*/
- _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
+ _mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]->Program);
}
for (i = 0; i < MESA_SHADER_STAGES; i++) {
diff --git a/src/mesa/program/prog_print.c b/src/mesa/program/prog_print.c
index 0a4bc51e954..6d04a382865 100644
--- a/src/mesa/program/prog_print.c
+++ b/src/mesa/program/prog_print.c
@@ -1001,14 +1001,13 @@ _mesa_write_shader_to_file(const struct gl_shader *shader)
* _mesa_write_shader_to_file function.
*/
void
-_mesa_append_uniforms_to_file(const struct gl_linked_shader *shader)
+_mesa_append_uniforms_to_file(const struct gl_program *prog)
{
- const struct gl_program *const prog = shader->Program;
const char *type;
char filename[100];
FILE *f;
- if (shader->Stage == MESA_SHADER_FRAGMENT)
+ if (prog->info.stage == MESA_SHADER_FRAGMENT)
type = "frag";
else
type = "vert";
diff --git a/src/mesa/program/prog_print.h b/src/mesa/program/prog_print.h
index 7b1e1fe3b18..98a43e63a00 100644
--- a/src/mesa/program/prog_print.h
+++ b/src/mesa/program/prog_print.h
@@ -118,7 +118,7 @@ extern void
_mesa_write_shader_to_file(const struct gl_shader *shader);
extern void
-_mesa_append_uniforms_to_file(const struct gl_linked_shader *shader);
+_mesa_append_uniforms_to_file(const struct gl_program *prog);
#ifdef __cplusplus