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authorGregory Hainaut <gregory.hainaut@gmail.com>2013-05-03 19:44:10 +0200
committerIan Romanick <ian.d.romanick@intel.com>2014-03-25 10:25:25 -0700
commitc03477050a6f51e601f75cb3c061a3e16a5b7171 (patch)
treea39b3a0ad845e232612a6dbb305083e585f643bb /src/mesa/main/ff_fragment_shader.cpp
parentb2bddaf7a000bf9830a7947b18d8e31fb25353ae (diff)
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mesa/sso: rename Shader to the pointer _Shader
Basically a sed but shaderapi.c and get.c. get.c => GL_CURRENT_PROGAM always refer to the "old" UseProgram behavior shaderapi.c => the old api stil update the Shader object directly V2: formatting improvement V3 (idr): * Rebase fixes after a block of code was moved from ir_to_mesa.cpp to shaderapi.c. * Trivial reformatting. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Eric Anholt <eric@anholt.net>
Diffstat (limited to 'src/mesa/main/ff_fragment_shader.cpp')
-rw-r--r--src/mesa/main/ff_fragment_shader.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
index cad67aa..1d2ad60 100644
--- a/src/mesa/main/ff_fragment_shader.cpp
+++ b/src/mesa/main/ff_fragment_shader.cpp
@@ -317,9 +317,9 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx )
{
/* _NEW_PROGRAM */
const GLboolean vertexShader =
- (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] &&
- ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->LinkStatus &&
- ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]);
+ (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] &&
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->LinkStatus &&
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]);
const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
GLbitfield fp_inputs = 0x0;
@@ -383,7 +383,7 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx )
* validation (see additional comments in state.c).
*/
if (vertexShader)
- vprog = ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
+ vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
else
vprog = &ctx->VertexProgram.Current->Base;