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authorTimothy Arceri <[email protected]>2016-06-30 14:44:59 +1000
committerTimothy Arceri <[email protected]>2016-06-30 16:51:25 +1000
commit1591e668e162daf4057a0d44df4e70f19b94fc76 (patch)
tree2d6482014ef8ca198bd15d578d6ffbd2ff32d2da /src/mesa/main/api_validate.c
parentfd2b3da5c8cdbc5b00436185a3c03dfb7b7bd853 (diff)
glsl/mesa: move duplicate shader fields into new struct gl_shader_info
Reviewed-by: Iago Toral Quiroga <[email protected]>
Diffstat (limited to 'src/mesa/main/api_validate.c')
-rw-r--r--src/mesa/main/api_validate.c13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index c0962241f84..038b5a9cd73 100644
--- a/src/mesa/main/api_validate.c
+++ b/src/mesa/main/api_validate.c
@@ -201,7 +201,7 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) {
const GLenum geom_mode =
ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]->
- _LinkedShaders[MESA_SHADER_GEOMETRY]->Geom.InputType;
+ _LinkedShaders[MESA_SHADER_GEOMETRY]->info.Geom.InputType;
struct gl_shader_program *tes =
ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
GLenum mode_before_gs = mode;
@@ -209,9 +209,9 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
if (tes) {
struct gl_linked_shader *tes_sh =
tes->_LinkedShaders[MESA_SHADER_TESS_EVAL];
- if (tes_sh->TessEval.PointMode)
+ if (tes_sh->info.TessEval.PointMode)
mode_before_gs = GL_POINTS;
- else if (tes_sh->TessEval.PrimitiveMode == GL_ISOLINES)
+ else if (tes_sh->info.TessEval.PrimitiveMode == GL_ISOLINES)
mode_before_gs = GL_LINES;
else
/* the GL_QUADS mode generates triangles too */
@@ -308,7 +308,8 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
if(ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) {
switch (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]->
- _LinkedShaders[MESA_SHADER_GEOMETRY]->Geom.OutputType) {
+ _LinkedShaders[MESA_SHADER_GEOMETRY]->
+ info.Geom.OutputType) {
case GL_POINTS:
pass = ctx->TransformFeedback.Mode == GL_POINTS;
break;
@@ -327,9 +328,9 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
struct gl_linked_shader *tes_sh =
tes->_LinkedShaders[MESA_SHADER_TESS_EVAL];
- if (tes_sh->TessEval.PointMode)
+ if (tes_sh->info.TessEval.PointMode)
pass = ctx->TransformFeedback.Mode == GL_POINTS;
- else if (tes_sh->TessEval.PrimitiveMode == GL_ISOLINES)
+ else if (tes_sh->info.TessEval.PrimitiveMode == GL_ISOLINES)
pass = ctx->TransformFeedback.Mode == GL_LINES;
else
pass = ctx->TransformFeedback.Mode == GL_TRIANGLES;