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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/standalone_scaffolding.h
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/standalone_scaffolding.h')
-rw-r--r--src/compiler/glsl/standalone_scaffolding.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/compiler/glsl/standalone_scaffolding.h b/src/compiler/glsl/standalone_scaffolding.h
index f853a187bf4..15dc7028f64 100644
--- a/src/compiler/glsl/standalone_scaffolding.h
+++ b/src/compiler/glsl/standalone_scaffolding.h
@@ -42,7 +42,7 @@ _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh);
extern "C" struct gl_shader *
-_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type);
+_mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage);
extern "C" void
_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh);