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Diffstat (limited to 'src/mesa/main/shaderapi.c')
-rw-r--r--src/mesa/main/shaderapi.c36
1 files changed, 19 insertions, 17 deletions
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index f0d345a143b..ada26233518 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -468,8 +468,8 @@ static GLuint
get_handle(struct gl_context *ctx, GLenum pname)
{
if (pname == GL_PROGRAM_OBJECT_ARB) {
- if (ctx->Shader.ActiveProgram)
- return ctx->Shader.ActiveProgram->Name;
+ if (ctx->_Shader->ActiveProgram)
+ return ctx->_Shader->ActiveProgram->Name;
else
return 0;
}
@@ -840,7 +840,7 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
*/
sh->CompileStatus = GL_FALSE;
} else {
- if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
fprintf(stderr, "GLSL source for %s shader %d:\n",
_mesa_shader_stage_to_string(sh->Stage), sh->Name);
fprintf(stderr, "%s\n", sh->Source);
@@ -852,11 +852,11 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
*/
_mesa_glsl_compile_shader(ctx, sh, false, false);
- if (ctx->Shader.Flags & GLSL_LOG) {
+ if (ctx->_Shader->Flags & GLSL_LOG) {
_mesa_write_shader_to_file(sh);
}
- if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
if (sh->CompileStatus) {
fprintf(stderr, "GLSL IR for shader %d:\n", sh->Name);
_mesa_print_ir(stderr, sh->ir, NULL);
@@ -874,7 +874,7 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
}
if (!sh->CompileStatus) {
- if (ctx->Shader.Flags & GLSL_DUMP_ON_ERROR) {
+ if (ctx->_Shader->Flags & GLSL_DUMP_ON_ERROR) {
fprintf(stderr, "GLSL source for %s shader %d:\n",
_mesa_shader_stage_to_string(sh->Stage), sh->Name);
fprintf(stderr, "%s\n", sh->Source);
@@ -882,7 +882,7 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
fflush(stderr);
}
- if (ctx->Shader.Flags & GLSL_REPORT_ERRORS) {
+ if (ctx->_Shader->Flags & GLSL_REPORT_ERRORS) {
_mesa_debug(ctx, "Error compiling shader %u:\n%s\n",
sh->Name, sh->InfoLog);
}
@@ -918,7 +918,7 @@ link_program(struct gl_context *ctx, GLuint program)
_mesa_glsl_link_shader(ctx, shProg);
if (shProg->LinkStatus == GL_FALSE &&
- (ctx->Shader.Flags & GLSL_REPORT_ERRORS)) {
+ (ctx->_Shader->Flags & GLSL_REPORT_ERRORS)) {
_mesa_debug(ctx, "Error linking program %u:\n%s\n",
shProg->Name, shProg->InfoLog);
}
@@ -994,7 +994,7 @@ use_shader_program(struct gl_context *ctx, GLenum type,
struct gl_shader_program **target;
gl_shader_stage stage = _mesa_shader_enum_to_shader_stage(type);
- target = &ctx->Shader.CurrentProgram[stage];
+ target = &ctx->_Shader->CurrentProgram[stage];
if ((shProg == NULL) || (shProg->_LinkedShaders[stage] == NULL))
shProg = NULL;
@@ -1016,9 +1016,9 @@ use_shader_program(struct gl_context *ctx, GLenum type,
/* Empty for now. */
break;
case GL_FRAGMENT_SHADER:
- if (*target == ctx->Shader._CurrentFragmentProgram) {
+ if (*target == ctx->_Shader->_CurrentFragmentProgram) {
_mesa_reference_shader_program(ctx,
- &ctx->Shader._CurrentFragmentProgram,
+ &ctx->_Shader->_CurrentFragmentProgram,
NULL);
}
break;
@@ -1536,7 +1536,7 @@ _mesa_UseProgram(GLhandleARB program)
}
/* debug code */
- if (ctx->Shader.Flags & GLSL_USE_PROG) {
+ if (ctx->_Shader->Flags & GLSL_USE_PROG) {
print_shader_info(shProg);
}
}
@@ -1862,9 +1862,9 @@ _mesa_UseShaderProgramEXT(GLenum type, GLuint program)
_mesa_use_shader_program(ctx, type, shProg);
/* Nothing remains current */
- if (!ctx->Shader.CurrentVertexProgram &&
- !ctx->Shader.CurrentGeometryProgram &&
- !ctx->Shader.CurrentFragmentProgram &&
+ if (!ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] &&
+ !ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY] &&
+ !ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] &&
!ctx->Shader.ActiveProgram) {
/* Unattach shader_state binding point */
@@ -1910,8 +1910,10 @@ _mesa_ActiveProgramEXT(GLuint program)
_mesa_active_program(ctx, shProg, "glActiveProgramEXT");
/* Nothing remains current */
- if (!ctx->Shader.CurrentVertexProgram && !ctx->Shader.CurrentGeometryProgram &&
- !ctx->Shader.CurrentFragmentProgram && !ctx->Shader.ActiveProgram) {
+ if (!ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] &&
+ !ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY] &&
+ !ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] &&
+ !ctx->Shader.ActiveProgram) {
/* Unattach shader_state binding point */
_mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default);