if (shader == NULL)
continue;
- st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
+ struct gl_program *prog = shader->Program;
+ st_glsl_to_nir_post_opts(st, prog, shader_program);
- assert(shader->Program);
if (!ctx->Driver.ProgramStringNotify(ctx,
_mesa_shader_stage_to_program(i),
- shader->Program)) {
+ prog)) {
_mesa_reference_program(ctx, &shader->Program, NULL);
return false;
}
- nir_sweep(shader->Program->nir);
+ nir_sweep(prog->nir);
/* The GLSL IR won't be needed anymore. */
ralloc_free(shader->ir);