/* Create program and attach it to the linked shader */
struct gl_program *gl_prog =
- ctx->Driver.NewProgram(ctx,
- _mesa_shader_stage_to_program(shader_type),
- prog->Name, false);
+ ctx->Driver.NewProgram(ctx, shader_type, prog->Name, false);
if (!gl_prog) {
prog->data->LinkStatus = LINKING_FAILURE;
_mesa_delete_linked_shader(ctx, linked);
for (unsigned i = 0; i < spirv_data->NumSpecializationConstants; ++i) {
spec_entries[i].id = spirv_data->SpecializationConstantsIndex[i];
- spec_entries[i].data32 = spirv_data->SpecializationConstantsValue[i];
+ spec_entries[i].value.u32 = spirv_data->SpecializationConstantsValue[i];
spec_entries[i].defined_on_module = false;
}
for (unsigned i = 0; i < numSpecializationConstants; ++i) {
spec_entries[i].id = pConstantIndex[i];
- spec_entries[i].data32 = pConstantValue[i];
+ spec_entries[i].value.u32 = pConstantValue[i];
spec_entries[i].defined_on_module = false;
}