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

@@ -418,7 +418,7 @@ standalone_compile_shader(const struct standalone_options *_options,
continue;
shader->Program = rzalloc(shader, gl_program);
init_gl_program(shader->Program, shader->Type);
init_gl_program(shader->Program, shader->Stage);
}
}