Note that GLboolean is an alias for unsigned char, which lacks the
implicit true/false semantics that C++/C99 bool have.
Reviewed-by: Brian Paul <brianp@vmware.com>
v2: Change gl_shader::IsES and gl_shader_program::IsES to be bool as
recommended by Ian Romanick.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
goto done;
}
- prog->ARB_fragment_coord_conventions_enable |=
- prog->Shaders[i]->ARB_fragment_coord_conventions_enable;
+ if (prog->Shaders[i]->ARB_fragment_coord_conventions_enable) {
+ prog->ARB_fragment_coord_conventions_enable = true;
+ }
gl_shader_stage shader_type = prog->Shaders[i]->Stage;
shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i];
GLchar *Label; /**< GL_KHR_debug */
GLboolean DeletePending;
GLboolean CompileStatus;
- GLboolean IsES; /**< True if this shader uses GLSL ES */
+ bool IsES; /**< True if this shader uses GLSL ES */
GLuint SourceChecksum; /**< for debug/logging purposes */
const GLchar *Source; /**< Source code string */
GLchar *InfoLog;
unsigned Version; /**< GLSL version used for linking */
- GLboolean IsES; /**< True if this program uses GLSL ES */
+ bool IsES; /**< True if this program uses GLSL ES */
/**
* Per-stage shaders resulting from the first stage of linking.