}
bool
-gl_nir_link(struct gl_context *ctx, struct gl_shader_program *prog,
- const struct gl_nir_linker_options *options)
+gl_nir_link_spirv(struct gl_context *ctx, struct gl_shader_program *prog,
+ const struct gl_nir_linker_options *options)
{
if (!gl_nir_link_uniform_blocks(ctx, prog))
return false;
bool fill_parameters;
};
-bool gl_nir_link(struct gl_context *ctx,
- struct gl_shader_program *prog,
- const struct gl_nir_linker_options *options);
+bool gl_nir_link_spirv(struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ const struct gl_nir_linker_options *options);
bool gl_nir_link_uniforms(struct gl_context *ctx,
struct gl_shader_program *prog,
static const gl_nir_linker_options opts = {
.fill_parameters = false,
};
- if (!gl_nir_link(ctx, shProg, &opts))
+ if (!gl_nir_link_spirv(ctx, shProg, &opts))
return GL_FALSE;
}
static const gl_nir_linker_options opts = {
true /*fill_parameters */
};
- if (!gl_nir_link(ctx, shader_program, &opts))
+ if (!gl_nir_link_spirv(ctx, shader_program, &opts))
return GL_FALSE;
nir_build_program_resource_list(ctx, shader_program, true);