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 <kenneth@whitecape.org>
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@@ -2235,7 +2235,7 @@ link_intrastage_shaders(void *mem_ctx,
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return NULL;
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}
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gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
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gl_shader *linked = ctx->Driver.NewShader(NULL, 0, shader_list[0]->Stage);
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linked->ir = new(linked) exec_list;
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clone_ir_list(mem_ctx, linked->ir, main->ir);
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