_mesa_update_state(ctx);
if (ctx->Shader.CurrentProgram) {
- unsigned i;
+ struct gl_shader_program *const prog = ctx->Shader.CurrentProgram;
/* using shaders */
- if (!ctx->Shader.CurrentProgram->LinkStatus) {
+ if (!prog->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
#if 0 /* not normally enabled */
{
char errMsg[100];
- if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
- errMsg)) {
+ if (!_mesa_validate_shader_program(ctx, prog, errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentProgram->Name, errMsg);
+ prog->Name, errMsg);
}
}
#endif
* any stages that are not provided, the corresponding assembly shader
* target will be validated below.
*/
- for (i = 0; i < ctx->Shader.CurrentProgram->_NumLinkedShaders; i++) {
- switch (ctx->Shader.CurrentProgram->_LinkedShaders[i]->Type) {
- case GL_VERTEX_SHADER: vert_from_glsl_shader = true; break;
- case GL_GEOMETRY_SHADER_ARB: geom_from_glsl_shader = true; break;
- case GL_FRAGMENT_SHADER: frag_from_glsl_shader = true; break;
- }
- }
+ vert_from_glsl_shader =
+ prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL;
+ geom_from_glsl_shader =
+ prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL;
+ frag_from_glsl_shader =
+ prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL;
}