struct gl_linked_shader *shader)
{
struct gl_program *prog;
- GLenum target = _mesa_shader_stage_to_program(shader->Stage);
validate_ir_tree(shader->ir);
- prog = ctx->Driver.NewProgram(ctx, target, shader_program->Name);
- if (!prog)
- return NULL;
-
- _mesa_reference_program(ctx, &shader->Program, prog);
+ prog = shader->Program;
prog->Parameters = _mesa_new_parameter_list();