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>
This commit is contained in:
Ian Romanick
2011-08-20 15:00:36 -07:00
parent 39348bf79f
commit de772c4022
13 changed files with 36 additions and 34 deletions

View File

@@ -3300,8 +3300,8 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
linked_prog);
break;
case GL_FRAGMENT_SHADER:
_mesa_reference_fragprog(ctx, &prog->FragmentProgram,
(struct gl_fragment_program *)linked_prog);
_mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
linked_prog);
ok = ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
linked_prog);
break;
@@ -3427,8 +3427,6 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
_mesa_reference_fragprog(ctx, &prog->FragmentProgram, NULL);
if (prog->LinkStatus) {
link_shaders(ctx, prog);
}