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authorTimothy Arceri <[email protected]>2016-06-27 16:25:00 +1000
committerTimothy Arceri <[email protected]>2016-06-30 16:51:25 +1000
commit47f83817303e0f24f2d410450f897945a5746ef2 (patch)
treee8dd06b8d0574f5c8851d470dab44929a69607f1 /src/compiler/glsl/lower_vertex_id.cpp
parent9e9d01cbe802df386586db3fde1a531151b6d66a (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/lower_vertex_id.cpp')
-rw-r--r--src/compiler/glsl/lower_vertex_id.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/compiler/glsl/lower_vertex_id.cpp b/src/compiler/glsl/lower_vertex_id.cpp
index 6f46945026c..ee69d940388 100644
--- a/src/compiler/glsl/lower_vertex_id.cpp
+++ b/src/compiler/glsl/lower_vertex_id.cpp
@@ -130,7 +130,7 @@ lower_vertex_id(gl_shader *shader)
return false;
ir_function_signature *const main_sig =
- _mesa_get_main_function_signature(shader);
+ _mesa_get_main_function_signature(shader->symbols);
if (main_sig == NULL) {
assert(main_sig != NULL);
return false;