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

View File

@@ -2129,7 +2129,7 @@ assign_varying_locations(struct gl_context *ctx,
* within a patch and can be used as shared memory.
*/
if (input_var || (prog->SeparateShader && consumer == NULL) ||
producer->Type == GL_TESS_CONTROL_SHADER) {
producer->Stage == MESA_SHADER_TESS_CTRL) {
matches.record(output_var, input_var);
}