glsl: Use typed foreach_in_list instead of foreach_list.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
@@ -259,8 +259,8 @@ validate_intrastage_interface_blocks(struct gl_shader_program *prog,
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if (shader_list[i] == NULL)
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continue;
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foreach_list(node, shader_list[i]->ir) {
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ir_variable *var = ((ir_instruction *) node)->as_variable();
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foreach_in_list(ir_instruction, node, shader_list[i]->ir) {
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ir_variable *var = node->as_variable();
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if (!var)
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continue;
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@@ -316,8 +316,8 @@ validate_interstage_inout_blocks(struct gl_shader_program *prog,
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const bool extra_array_level = consumer->Stage == MESA_SHADER_GEOMETRY;
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/* Add input interfaces from the consumer to the symbol table. */
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foreach_list(node, consumer->ir) {
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ir_variable *var = ((ir_instruction *) node)->as_variable();
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foreach_in_list(ir_instruction, node, consumer->ir) {
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ir_variable *var = node->as_variable();
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if (!var || !var->get_interface_type() || var->data.mode != ir_var_shader_in)
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continue;
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@@ -325,8 +325,8 @@ validate_interstage_inout_blocks(struct gl_shader_program *prog,
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}
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/* Verify that the producer's output interfaces match. */
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foreach_list(node, producer->ir) {
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ir_variable *var = ((ir_instruction *) node)->as_variable();
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foreach_in_list(ir_instruction, node, producer->ir) {
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ir_variable *var = node->as_variable();
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if (!var || !var->get_interface_type() || var->data.mode != ir_var_shader_out)
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continue;
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@@ -359,8 +359,8 @@ validate_interstage_uniform_blocks(struct gl_shader_program *prog,
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continue;
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const gl_shader *stage = stages[i];
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foreach_list(node, stage->ir) {
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ir_variable *var = ((ir_instruction *) node)->as_variable();
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foreach_in_list(ir_instruction, node, stage->ir) {
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ir_variable *var = node->as_variable();
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if (!var || !var->get_interface_type() || var->data.mode != ir_var_uniform)
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continue;
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