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/main/shaderobj.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/main/shaderobj.c')
-rw-r--r-- | src/mesa/main/shaderobj.c | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c index 189317c3a46..8283555740b 100644 --- a/src/mesa/main/shaderobj.c +++ b/src/mesa/main/shaderobj.c @@ -99,14 +99,12 @@ _mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader) * Called via ctx->Driver.NewShader() */ 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) { struct gl_shader *shader; - assert(_mesa_validate_shader_target(ctx, type)); shader = rzalloc(NULL, struct gl_shader); if (shader) { - shader->Type = type; - shader->Stage = _mesa_shader_enum_to_shader_stage(type); + shader->Stage = stage; shader->Name = name; _mesa_init_shader(ctx, shader); } |