diff options
author | Timothy Arceri <[email protected]> | 2016-06-05 13:17:51 +1000 |
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committer | Timothy Arceri <[email protected]> | 2016-06-16 10:45:35 +1000 |
commit | 31dee99e052902bc08ddbb1009748dc982ac3211 (patch) | |
tree | 47e631d7bcd04cc59429b971ce8d685b6cce787b /src/compiler/glsl/link_varyings.cpp | |
parent | bb1292e2261fa591cf66de443a1b0d4eb7f65cb2 (diff) |
mesa/glsl: stop using GL shader type internally
Instead use the internal gl_shader_stage enum everywhere. This
makes things more consistent and gets rid of unnecessary
conversions.
Ideally it would be nice to remove the Type field from gl_shader
altogether but currently it is used to differentiate between
gl_shader and gl_shader_program in the ShaderObjects hash table.
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/compiler/glsl/link_varyings.cpp')
-rw-r--r-- | src/compiler/glsl/link_varyings.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp index 534393a3e6a..ef8bdbe3ade 100644 --- a/src/compiler/glsl/link_varyings.cpp +++ b/src/compiler/glsl/link_varyings.cpp @@ -2129,7 +2129,7 @@ assign_varying_locations(struct gl_context *ctx, * within a patch and can be used as shared memory. */ if (input_var || (prog->SeparateShader && consumer == NULL) || - producer->Type == GL_TESS_CONTROL_SHADER) { + producer->Stage == MESA_SHADER_TESS_CTRL) { matches.record(output_var, input_var); } |