prog->data->UniformStorage, data);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- if (prog->_LinkedShaders[i] == NULL)
+ struct gl_linked_shader *shader = prog->_LinkedShaders[i];
+
+ if (!shader)
continue;
parcel.start_shader((gl_shader_stage)i);
- foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
+ foreach_in_list(ir_instruction, node, shader->ir) {
ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform &&
parcel.set_and_process(var);
}
- prog->_LinkedShaders[i]->Program->SamplersUsed =
- parcel.shader_samplers_used;
- prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
+ shader->Program->SamplersUsed = parcel.shader_samplers_used;
+ shader->shadow_samplers = parcel.shader_shadow_samplers;
- STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets) ==
+ STATIC_ASSERT(sizeof(shader->Program->sh.SamplerTargets) ==
sizeof(parcel.targets));
- memcpy(prog->_LinkedShaders[i]->Program->sh.SamplerTargets,
+ memcpy(shader->Program->sh.SamplerTargets,
parcel.targets,
- sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets));
+ sizeof(shader->Program->sh.SamplerTargets));
}
/* If this is a fallback compile for a cache miss we already have the