}
struct gl_shader *
-_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
+_mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage)
{
struct gl_shader *shader;
(void) ctx;
- assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
+ assert(stage == MESA_SHADER_FRAGMENT || stage == MESA_SHADER_VERTEX);
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
- shader->Type = type;
- shader->Stage = _mesa_shader_enum_to_shader_stage(type);
+ shader->Stage = stage;
shader->Name = name;
shader->RefCount = 1;
}