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

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