* using the new FS backend.
*/
shader_program = _mesa_lookup_shader_program(ctx, prog->Id);
- if (shader_program) {
- for (i = 0; i < shader_program->_NumLinkedShaders; i++) {
- struct brw_shader *shader;
-
- shader = (struct brw_shader *)shader_program->_LinkedShaders[i];
- if (shader->base.Type == GL_FRAGMENT_SHADER && shader->ir) {
- return GL_TRUE;
- }
- }
+ if (shader_program
+ && shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
+ return GL_TRUE;
}
}
else if (target == GL_VERTEX_PROGRAM_ARB) {