This patch replaces code in _mesa_new_shader() and delete_shader_cb()
that checks the type of a shader with calls to
_mesa_validate_shader_target(). This has two advantages: it allows
for a more thorough check (since _mesa_validate_shader_target()
doesn't permit shader targets that aren't supported by the back-end),
and it reduces the amount of code that will need to be modified when
adding new shader stages.
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
#include "main/context.h"
#include "main/hash.h"
#include "main/mtypes.h"
+#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/uniforms.h"
#include "program/program.h"
_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
{
struct gl_shader *shader;
- assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER ||
- type == GL_GEOMETRY_SHADER_ARB);
+ assert(_mesa_validate_shader_target(ctx, type));
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
shader->Type = type;
#include "dlist.h"
#include "samplerobj.h"
#include "set.h"
+#include "shaderapi.h"
#include "shaderobj.h"
#include "syncobj.h"
{
struct gl_context *ctx = (struct gl_context *) userData;
struct gl_shader *sh = (struct gl_shader *) data;
- if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER ||
- sh->Type == GL_GEOMETRY_SHADER) {
+ if (_mesa_validate_shader_target(ctx, sh->Type)) {
ctx->Driver.DeleteShader(ctx, sh);
}
else {