void
-link_invalidate_variable_locations(gl_shader *sh, int input_base,
+link_invalidate_variable_locations(exec_list *ir, int input_base,
int output_base)
{
- foreach_list(node, sh->ir) {
+ foreach_list(node, ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if (var == NULL)
/* Mark all generic shader inputs and outputs as unpaired. */
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
link_invalidate_variable_locations(
- prog->_LinkedShaders[MESA_SHADER_VERTEX],
+ prog->_LinkedShaders[MESA_SHADER_VERTEX]->ir,
VERT_ATTRIB_GENERIC0, VARYING_SLOT_VAR0);
}
if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
link_invalidate_variable_locations(
- prog->_LinkedShaders[MESA_SHADER_GEOMETRY],
+ prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir,
VARYING_SLOT_VAR0, VARYING_SLOT_VAR0);
}
if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
link_invalidate_variable_locations(
- prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
+ prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir,
VARYING_SLOT_VAR0, FRAG_RESULT_DATA0);
}
gl_shader **shader_list, unsigned num_shaders);
extern void
-link_invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
- int generic_base);
+link_invalidate_variable_locations(exec_list *ir, int input_base,
+ int output_base);
extern void
link_assign_uniform_locations(struct gl_shader_program *prog);