diff options
author | Brian Paul <[email protected]> | 2018-01-25 12:50:12 -0700 |
---|---|---|
committer | Brian Paul <[email protected]> | 2018-01-26 13:52:48 -0700 |
commit | bacf72a18dc07ee2a9fb23e8f17aeb04ec31ea50 (patch) | |
tree | 43a24017244f7ddc5aa9d775f6211be1cd8893ee /src/mesa/program | |
parent | aff5d9c256d471de1722dbfcacdc09faa260799b (diff) |
mesa: change gl_link_status enums to uppercase
follow the convention of other enums.
Reviewed-by: Neha Bhende <[email protected]>
Diffstat (limited to 'src/mesa/program')
-rw-r--r-- | src/mesa/program/ir_to_mesa.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index 321d8870e4c..660e2c1bd04 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -3088,7 +3088,7 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog) prog->data = _mesa_create_shader_program_data(); - prog->data->LinkStatus = linking_success; + prog->data->LinkStatus = LINKING_SUCCESS; for (i = 0; i < prog->NumShaders; i++) { if (!prog->Shaders[i]->CompileStatus) { @@ -3114,21 +3114,21 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog) link_shaders(ctx, prog); } - /* If LinkStatus is linking_success, then reset sampler validated to true. + /* If LinkStatus is LINKING_SUCCESS, then reset sampler validated to true. * Validation happens via the LinkShader call below. If LinkStatus is - * linking_skipped, then SamplersValidated will have been restored from the + * LINKING_SKIPPED, then SamplersValidated will have been restored from the * shader cache. */ - if (prog->data->LinkStatus == linking_success) { + if (prog->data->LinkStatus == LINKING_SUCCESS) { prog->SamplersValidated = GL_TRUE; } if (prog->data->LinkStatus && !ctx->Driver.LinkShader(ctx, prog)) { - prog->data->LinkStatus = linking_failure; + prog->data->LinkStatus = LINKING_FAILURE; } /* Return early if we are loading the shader from on-disk cache */ - if (prog->data->LinkStatus == linking_skipped) + if (prog->data->LinkStatus == LINKING_SKIPPED) return; if (ctx->_Shader->Flags & GLSL_DUMP) { |