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authorTimothy Arceri <[email protected]>2016-06-05 13:17:51 +1000
committerTimothy Arceri <[email protected]>2016-06-16 10:45:35 +1000
commit31dee99e052902bc08ddbb1009748dc982ac3211 (patch)
tree47e631d7bcd04cc59429b971ce8d685b6cce787b /src/compiler/glsl/linker.cpp
parentbb1292e2261fa591cf66de443a1b0d4eb7f65cb2 (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/linker.cpp')
-rw-r--r--src/compiler/glsl/linker.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index d4d368a69ce..15481ffc75e 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -2235,7 +2235,7 @@ link_intrastage_shaders(void *mem_ctx,
return NULL;
}
- gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
+ gl_shader *linked = ctx->Driver.NewShader(NULL, 0, shader_list[0]->Stage);
linked->ir = new(linked) exec_list;
clone_ir_list(mem_ctx, linked->ir, main->ir);