switch (texTarget) {
case TEXTURE_1D_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler1DShadow");
+ sampler_type = glsl_type::sampler1DShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler1D");
+ sampler_type = glsl_type::sampler1D_type;
coords = 1;
break;
case TEXTURE_1D_ARRAY_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler1DArrayShadow");
+ sampler_type = glsl_type::sampler1DArrayShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler1DArray");
+ sampler_type = glsl_type::sampler1DArray_type;
coords = 2;
break;
case TEXTURE_2D_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler2DShadow");
+ sampler_type = glsl_type::sampler2DShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler2D");
+ sampler_type = glsl_type::sampler2D_type;
coords = 2;
break;
case TEXTURE_2D_ARRAY_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler2DArrayShadow");
+ sampler_type = glsl_type::sampler2DArrayShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler2DArray");
+ sampler_type = glsl_type::sampler2DArray_type;
coords = 3;
break;
case TEXTURE_RECT_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler2DRectShadow");
+ sampler_type = glsl_type::sampler2DRectShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler2DRect");
+ sampler_type = glsl_type::sampler2DRect_type;
coords = 2;
break;
case TEXTURE_3D_INDEX:
assert(!p->state->unit[unit].shadow);
- sampler_type = p->shader->symbols->get_type("sampler3D");
+ sampler_type = glsl_type::sampler3D_type;
coords = 3;
break;
case TEXTURE_CUBE_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("samplerCubeShadow");
+ sampler_type = glsl_type::samplerCubeShadow_type;
else
- sampler_type = p->shader->symbols->get_type("samplerCube");
+ sampler_type = glsl_type::samplerCube_type;
coords = 3;
break;
case TEXTURE_EXTERNAL_INDEX:
assert(!p->state->unit[unit].shadow);
- sampler_type = p->shader->symbols->get_type("samplerExternalOES");
+ sampler_type = glsl_type::samplerExternalOES_type;
coords = 2;
break;
}
state->symbols->add_function(main_f);
ir_function_signature *main_sig =
- new(p.mem_ctx) ir_function_signature(p.shader->symbols->get_type("void"));
+ new(p.mem_ctx) ir_function_signature(glsl_type::void_type);
main_sig->is_defined = true;
main_f->add_signature(main_sig);