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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@@ -42,7 +42,7 @@ _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
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struct gl_shader *sh);
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extern "C" struct gl_shader *
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_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type);
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_mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage);
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extern "C" void
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_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh);
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