From 2659ee9dfb32f76ae2b93d0d7234053a246d400a Mon Sep 17 00:00:00 2001
From: Brian Paul <brian.paul@tungstengraphics.com>
Date: Fri, 3 Nov 2006 21:30:16 +0000
Subject: Use inlined uniform() helper function in all the glUniform*()
 function to reduce duplicated code. Finish up _program_ReadUniform() for
 non-float types. Implement _mesa_GetUniformivARB(). Simplify the
 _program_WriteUniform() function a bit.

---
 src/mesa/shader/shaderobjects.h | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

(limited to 'src/mesa/shader/shaderobjects.h')

diff --git a/src/mesa/shader/shaderobjects.h b/src/mesa/shader/shaderobjects.h
index 3afd0c9b292..09ba807255e 100644
--- a/src/mesa/shader/shaderobjects.h
+++ b/src/mesa/shader/shaderobjects.h
@@ -105,7 +105,7 @@ struct gl2_program_intf
    GLboolean (* WriteUniform) (struct gl2_program_intf **, GLint loc, GLsizei count,
                                const GLvoid *data, GLenum type);
    GLboolean (* ReadUniform) (struct gl2_program_intf **, GLint loc, GLsizei count,
-                               GLfloat *data);
+                               GLvoid *data, GLenum type);
    GLvoid (* GetActiveAttrib) (struct gl2_program_intf **, GLuint index, GLsizei maxLength,
                                GLsizei *length, GLint *size, GLenum *type, GLchar *name);
    GLuint (* GetActiveAttribMaxLength) (struct gl2_program_intf **);
-- 
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