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authorTimothy Arceri <timothy.arceri@collabora.com>2016-06-27 16:25:00 +1000
committerTimothy Arceri <timothy.arceri@collabora.com>2016-06-30 16:51:25 +1000
commit47f83817303e0f24f2d410450f897945a5746ef2 (patch)
treee8dd06b8d0574f5c8851d470dab44929a69607f1 /src/compiler/glsl/builtin_functions.cpp
parent9e9d01cbe802df386586db3fde1a531151b6d66a (diff)
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glsl: pass symbols rather than shader to _mesa_get_main_function_signature()
This will allow us to split gl_shader into two different structs, one for shader objects and one for linked shaders. Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Diffstat (limited to 'src/compiler/glsl/builtin_functions.cpp')
-rw-r--r--src/compiler/glsl/builtin_functions.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/compiler/glsl/builtin_functions.cpp b/src/compiler/glsl/builtin_functions.cpp
index 018e4064..ae4e8f2 100644
--- a/src/compiler/glsl/builtin_functions.cpp
+++ b/src/compiler/glsl/builtin_functions.cpp
@@ -5658,9 +5658,9 @@ _mesa_glsl_get_builtin_function_shader()
* Get the function signature for main from a shader
*/
ir_function_signature *
-_mesa_get_main_function_signature(gl_shader *sh)
+_mesa_get_main_function_signature(glsl_symbol_table *symbols)
{
- ir_function *const f = sh->symbols->get_function("main");
+ ir_function *const f = symbols->get_function("main");
if (f != NULL) {
exec_list void_parameters;