mesa: change gl_link_status enums to uppercase

follow the convention of other enums.

Reviewed-by: Neha Bhende <bhenden@vmware.com>
This commit is contained in:
Brian Paul
2018-01-25 12:50:12 -07:00
parent aff5d9c256
commit bacf72a18d
18 changed files with 35 additions and 35 deletions

View File

@@ -3088,7 +3088,7 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
prog->data = _mesa_create_shader_program_data();
prog->data->LinkStatus = linking_success;
prog->data->LinkStatus = LINKING_SUCCESS;
for (i = 0; i < prog->NumShaders; i++) {
if (!prog->Shaders[i]->CompileStatus) {
@@ -3114,21 +3114,21 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
link_shaders(ctx, prog);
}
/* If LinkStatus is linking_success, then reset sampler validated to true.
/* If LinkStatus is LINKING_SUCCESS, then reset sampler validated to true.
* Validation happens via the LinkShader call below. If LinkStatus is
* linking_skipped, then SamplersValidated will have been restored from the
* LINKING_SKIPPED, then SamplersValidated will have been restored from the
* shader cache.
*/
if (prog->data->LinkStatus == linking_success) {
if (prog->data->LinkStatus == LINKING_SUCCESS) {
prog->SamplersValidated = GL_TRUE;
}
if (prog->data->LinkStatus && !ctx->Driver.LinkShader(ctx, prog)) {
prog->data->LinkStatus = linking_failure;
prog->data->LinkStatus = LINKING_FAILURE;
}
/* Return early if we are loading the shader from on-disk cache */
if (prog->data->LinkStatus == linking_skipped)
if (prog->data->LinkStatus == LINKING_SKIPPED)
return;
if (ctx->_Shader->Flags & GLSL_DUMP) {