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/mesa/drivers/common/meta.c | |
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/mesa/drivers/common/meta.c')
-rw-r--r-- | src/mesa/drivers/common/meta.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 6dcbc8bdfd8..3c86305d77f 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -121,14 +121,14 @@ _mesa_meta_framebuffer_texture_image(struct gl_context *ctx, level, layer, false, __func__); } -struct gl_shader * -_mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target, - const GLcharARB *source) +static struct gl_shader * +meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage, + const GLcharARB *source) { const GLuint name = ~0; struct gl_shader *sh; - sh = ctx->Driver.NewShader(ctx, name, target); + sh = ctx->Driver.NewShader(ctx, name, stage); sh->Source = strdup(source); sh->CompileStatus = false; _mesa_compile_shader(ctx, sh); @@ -183,9 +183,9 @@ _mesa_meta_compile_and_link_program(struct gl_context *ctx, sh_prog->NumShaders = 2; sh_prog->Shaders = malloc(2 * sizeof(struct gl_shader *)); sh_prog->Shaders[0] = - _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source); + meta_compile_shader_with_debug(ctx, MESA_SHADER_VERTEX, vs_source); sh_prog->Shaders[1] = - _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source); + meta_compile_shader_with_debug(ctx, MESA_SHADER_FRAGMENT, fs_source); _mesa_meta_link_program_with_debug(ctx, sh_prog); |