glsl/linker: Refactor in preparation for adding more shader stages.
authorPaul Berry <stereotype441@gmail.com>
Tue, 7 Jan 2014 16:56:57 +0000 (08:56 -0800)
committerPaul Berry <stereotype441@gmail.com>
Wed, 22 Jan 2014 04:24:59 +0000 (20:24 -0800)
commitcd18ba1c7aba66f2dd7cdbe2cf3b4a803c241d10
tree202a43882e0011465d31aa063d2e8b3dcafd1bbf
parent4a91675b262c8150c1542991e1018e924c72f337
glsl/linker: Refactor in preparation for adding more shader stages.

Rather than maintain separately named arrays and counts for vertex,
geometry, and fragment shaders, just maintain these as arrays indexed
by the gl_shader_type enum.

v2: When there is neither a vertex nor a geometry shader, set
prog->LastClipDistanceArraySize = 0, and clarify that the values is
not used.

Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
src/glsl/linker.cpp