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-rw-r--r--src/mesa/program/ir_to_mesa.cpp12
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) {