struct gl_context *ctx = &local_ctx;
initialize_context_to_defaults(ctx, API_OPENGL_COMPAT);
- ctx->Driver.NewShader = _mesa_new_shader;
+ ctx->Driver.NewShader = _mesa_new_linked_shader;
ir_variable::temporaries_allocate_names = true;
struct gl_shader *shader = rzalloc(NULL, struct gl_shader);
shader->Source = input.c_str();
const char *source = shader->Source;
state->error = glcpp_preprocess(state, &source, &state->info_log,
- state->extensions, ctx) != 0;
+ NULL, NULL, ctx) != 0;
if (!state->error) {
_mesa_glsl_lexer_ctor(state, source);