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author | Timothy Arceri <[email protected]> | 2016-06-27 16:25:00 +1000 |
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committer | Timothy Arceri <[email protected]> | 2016-06-30 16:51:25 +1000 |
commit | 47f83817303e0f24f2d410450f897945a5746ef2 (patch) | |
tree | e8dd06b8d0574f5c8851d470dab44929a69607f1 /src/compiler/glsl/ir.h | |
parent | 9e9d01cbe802df386586db3fde1a531151b6d66a (diff) |
glsl: pass symbols rather than shader to _mesa_get_main_function_signature()
This will allow us to split gl_shader into two different structs, one for
shader objects and one for linked shaders.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Diffstat (limited to 'src/compiler/glsl/ir.h')
-rw-r--r-- | src/compiler/glsl/ir.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/compiler/glsl/ir.h b/src/compiler/glsl/ir.h index cd17f69c179..cd56a2a9f52 100644 --- a/src/compiler/glsl/ir.h +++ b/src/compiler/glsl/ir.h @@ -2593,7 +2593,7 @@ extern gl_shader * _mesa_glsl_get_builtin_function_shader(void); extern ir_function_signature * -_mesa_get_main_function_signature(gl_shader *sh); +_mesa_get_main_function_signature(glsl_symbol_table *symbols); extern void _mesa_glsl_release_functions(void); |