mesa: Use gl_shader_program::_LinkedShaders instead of FragmentProgram
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -3300,8 +3300,8 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
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linked_prog);
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break;
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case GL_FRAGMENT_SHADER:
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_mesa_reference_fragprog(ctx, &prog->FragmentProgram,
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(struct gl_fragment_program *)linked_prog);
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_mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
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linked_prog);
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ok = ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
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linked_prog);
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break;
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@@ -3427,8 +3427,6 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
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}
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}
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_mesa_reference_fragprog(ctx, &prog->FragmentProgram, NULL);
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if (prog->LinkStatus) {
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link_shaders(ctx, prog);
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}
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