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>
This commit is contained in:
Timothy Arceri
2016-06-05 13:17:51 +10:00
parent bb1292e226
commit 31dee99e05
16 changed files with 51 additions and 57 deletions
+1 -1
View File
@@ -2235,7 +2235,7 @@ link_intrastage_shaders(void *mem_ctx,
return NULL;
}
gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
gl_shader *linked = ctx->Driver.NewShader(NULL, 0, shader_list[0]->Stage);
linked->ir = new(linked) exec_list;
clone_ir_list(mem_ctx, linked->ir, main->ir);