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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/mesa/main/dd.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/mesa/main/dd.h')
-rw-r--r--src/mesa/main/dd.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/main/dd.h b/src/mesa/main/dd.h
index de149431572..f918bb6f717 100644
--- a/src/mesa/main/dd.h
+++ b/src/mesa/main/dd.h
@@ -784,7 +784,7 @@ struct dd_function_table {
*/
/*@{*/
struct gl_shader *(*NewShader)(struct gl_context *ctx,
- GLuint name, GLenum type);
+ GLuint name, gl_shader_stage stage);
void (*UseProgram)(struct gl_context *ctx, struct gl_shader_program *shProg);
/*@}*/