diff options
author | Timothy Arceri <[email protected]> | 2016-06-05 13:17:51 +1000 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2016-06-16 10:45:35 +1000 |
commit | 31dee99e052902bc08ddbb1009748dc982ac3211 (patch) | |
tree | 47e631d7bcd04cc59429b971ce8d685b6cce787b /src/compiler/glsl/linker.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/linker.cpp')
-rw-r--r-- | src/compiler/glsl/linker.cpp | 2 |
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); |