mesa: Simplify validate_shader_program after previous refactors

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick
2011-08-20 16:05:43 -07:00
parent de772c4022
commit 5a4279f80d

View File

@@ -966,9 +966,7 @@ static GLboolean
validate_shader_program(const struct gl_shader_program *shProg,
char *errMsg)
{
const struct gl_shader *vs = shProg->_LinkedShaders[MESA_SHADER_VERTEX];
const struct gl_shader *gs = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY];
const struct gl_shader *fs = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT];
unsigned i;
if (!shProg->LinkStatus) {
return GL_FALSE;
@@ -994,14 +992,11 @@ validate_shader_program(const struct gl_shader_program *shProg,
* Check: any two active samplers in the current program object are of
* different types, but refer to the same texture image unit,
*/
if (vs && !validate_samplers(vs->Program, errMsg)) {
return GL_FALSE;
}
if (gs && !validate_samplers(gs->Program, errMsg)) {
return GL_FALSE;
}
if (fs && !validate_samplers(fs->Program, errMsg)) {
return GL_FALSE;
for (i = 0; i < Elements(shProg->_LinkedShaders); i++) {
if (shProg->_LinkedShaders[i]
&& !validate_samplers(shProg->_LinkedShaders[i]->Program, errMsg)) {
return GL_FALSE;
}
}
return GL_TRUE;