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