mesa/glsl: stop using GL shader type internally
authorTimothy Arceri <timothy.arceri@collabora.com>
Sun, 5 Jun 2016 03:17:51 +0000 (13:17 +1000)
committerTimothy Arceri <timothy.arceri@collabora.com>
Thu, 16 Jun 2016 00:45:35 +0000 (10:45 +1000)
commit31dee99e052902bc08ddbb1009748dc982ac3211
tree47e631d7bcd04cc59429b971ce8d685b6cce787b
parentbb1292e2261fa591cf66de443a1b0d4eb7f65cb2
mesa/glsl: stop using GL shader type internally

Instead use the internal gl_shader_stage enum everywhere. This
makes things more consistent and gets rid of unnecessary
conversions.

Ideally it would be nice to remove the Type field from gl_shader
altogether but currently it is used to differentiate between
gl_shader and gl_shader_program in the ShaderObjects hash table.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
16 files changed:
src/compiler/glsl/builtin_functions.cpp
src/compiler/glsl/link_varyings.cpp
src/compiler/glsl/linker.cpp
src/compiler/glsl/standalone.cpp
src/compiler/glsl/standalone_scaffolding.cpp
src/compiler/glsl/standalone_scaffolding.h
src/mesa/drivers/common/meta.c
src/mesa/drivers/common/meta.h
src/mesa/drivers/dri/i965/brw_link.cpp
src/mesa/drivers/dri/i965/brw_shader.h
src/mesa/main/dd.h
src/mesa/main/ff_fragment_shader.cpp
src/mesa/main/shaderapi.c
src/mesa/main/shaderobj.c
src/mesa/state_tracker/st_glsl_to_nir.cpp
src/mesa/state_tracker/st_glsl_to_tgsi.cpp