for (i = program->shader->Stage+1; i <= MESA_SHADER_FRAGMENT; i++) {
if (program->shader_program->_LinkedShaders[i]) {
- unsigned next;
-
- switch (i) {
- case MESA_SHADER_TESS_CTRL:
- next = PIPE_SHADER_TESS_CTRL;
- break;
- case MESA_SHADER_TESS_EVAL:
- next = PIPE_SHADER_TESS_EVAL;
- break;
- case MESA_SHADER_GEOMETRY:
- next = PIPE_SHADER_GEOMETRY;
- break;
- case MESA_SHADER_FRAGMENT:
- next = PIPE_SHADER_FRAGMENT;
- break;
- default:
- assert(0);
- continue;
- }
-
- ureg_set_next_shader_processor(ureg, next);
+ ureg_set_next_shader_processor(
+ ureg, pipe_shader_type_from_mesa((gl_shader_stage)i));
break;
}
}