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