Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
gl_shader_stage stage = _mesa_shader_enum_to_shader_stage(type);
target = &shTarget->CurrentProgram[stage];
gl_shader_stage stage = _mesa_shader_enum_to_shader_stage(type);
target = &shTarget->CurrentProgram[stage];
- if ((shProg == NULL) || (shProg->_LinkedShaders[stage] == NULL))
+ if ((shProg != NULL) && (shProg->_LinkedShaders[stage] == NULL))
shProg = NULL;
if (*target != shProg) {
shProg = NULL;
if (*target != shProg) {