mesa: Use gl_shader_program::_LinkedShaders instead of VertexProgram
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
@@ -808,8 +808,9 @@ print_shader_info(const struct gl_shader_program *shProg)
|
||||
shProg->Shaders[i]->Name,
|
||||
shProg->Shaders[i]->SourceChecksum);
|
||||
}
|
||||
if (shProg->VertexProgram)
|
||||
printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX])
|
||||
printf(" vert prog %u\n",
|
||||
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program->Id);
|
||||
if (shProg->FragmentProgram)
|
||||
printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
|
||||
if (shProg->GeometryProgram)
|
||||
@@ -963,7 +964,7 @@ static GLboolean
|
||||
validate_shader_program(const struct gl_shader_program *shProg,
|
||||
char *errMsg)
|
||||
{
|
||||
const struct gl_vertex_program *vp = shProg->VertexProgram;
|
||||
const struct gl_shader *vs = shProg->_LinkedShaders[MESA_SHADER_VERTEX];
|
||||
const struct gl_geometry_program *gp = shProg->GeometryProgram;
|
||||
const struct gl_fragment_program *fp = shProg->FragmentProgram;
|
||||
|
||||
@@ -991,7 +992,7 @@ validate_shader_program(const struct gl_shader_program *shProg,
|
||||
* Check: any two active samplers in the current program object are of
|
||||
* different types, but refer to the same texture image unit,
|
||||
*/
|
||||
if (vp && !validate_samplers(&vp->Base, errMsg)) {
|
||||
if (vs && !validate_samplers(vs->Program, errMsg)) {
|
||||
return GL_FALSE;
|
||||
}
|
||||
if (gp && !validate_samplers(&gp->Base, errMsg)) {
|
||||
|
Reference in New Issue
Block a user