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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/lower_vertex_id.cpp | |
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/lower_vertex_id.cpp')
-rw-r--r-- | src/compiler/glsl/lower_vertex_id.cpp | 2 |
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; |