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author | Timothy Arceri <timothy.arceri@collabora.com> | 2016-06-05 13:17:51 +1000 |
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committer | Timothy Arceri <timothy.arceri@collabora.com> | 2016-06-16 10:45:35 +1000 |
commit | 31dee99e052902bc08ddbb1009748dc982ac3211 (patch) | |
tree | 47e631d7bcd04cc59429b971ce8d685b6cce787b /src/mesa/main/ff_fragment_shader.cpp | |
parent | bb1292e2261fa591cf66de443a1b0d4eb7f65cb2 (diff) | |
download | external_mesa3d-31dee99e052902bc08ddbb1009748dc982ac3211.zip external_mesa3d-31dee99e052902bc08ddbb1009748dc982ac3211.tar.gz external_mesa3d-31dee99e052902bc08ddbb1009748dc982ac3211.tar.bz2 |
mesa/glsl: stop using GL shader type internally
Instead use the internal gl_shader_stage enum everywhere. This
makes things more consistent and gets rid of unnecessary
conversions.
Ideally it would be nice to remove the Type field from gl_shader
altogether but currently it is used to differentiate between
gl_shader and gl_shader_program in the ShaderObjects hash table.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Diffstat (limited to 'src/mesa/main/ff_fragment_shader.cpp')
-rw-r--r-- | src/mesa/main/ff_fragment_shader.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp index 26bf162..4977225 100644 --- a/src/mesa/main/ff_fragment_shader.cpp +++ b/src/mesa/main/ff_fragment_shader.cpp @@ -1199,7 +1199,7 @@ create_new_program(struct gl_context *ctx, struct state_key *key) _mesa_glsl_parse_state *state; p.mem_ctx = ralloc_context(NULL); - p.shader = ctx->Driver.NewShader(ctx, 0, GL_FRAGMENT_SHADER); + p.shader = ctx->Driver.NewShader(ctx, 0, MESA_SHADER_FRAGMENT); p.shader->ir = new(p.shader) exec_list; state = new(p.shader) _mesa_glsl_parse_state(ctx, MESA_SHADER_FRAGMENT, p.shader); |