mesa: pass gl_program to _mesa_append_uniforms_to_file()

This now contains everything we need.

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Timothy Arceri 2016-10-31 21:51:40 +11:00
parent b51bfbdd85
commit 9ea513e226
3 changed files with 4 additions and 5 deletions

View file

@ -210,7 +210,7 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
* program isn't also bound to the fragment shader target we don't
* want to log its fragment data.
*/
_mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]);
_mesa_append_uniforms_to_file(shProg[i]->_LinkedShaders[i]->Program);
}
for (i = 0; i < MESA_SHADER_STAGES; i++) {

View file

@ -1001,14 +1001,13 @@ _mesa_write_shader_to_file(const struct gl_shader *shader)
* _mesa_write_shader_to_file function.
*/
void
_mesa_append_uniforms_to_file(const struct gl_linked_shader *shader)
_mesa_append_uniforms_to_file(const struct gl_program *prog)
{
const struct gl_program *const prog = shader->Program;
const char *type;
char filename[100];
FILE *f;
if (shader->Stage == MESA_SHADER_FRAGMENT)
if (prog->info.stage == MESA_SHADER_FRAGMENT)
type = "frag";
else
type = "vert";

View file

@ -118,7 +118,7 @@ extern void
_mesa_write_shader_to_file(const struct gl_shader *shader);
extern void
_mesa_append_uniforms_to_file(const struct gl_linked_shader *shader);
_mesa_append_uniforms_to_file(const struct gl_program *prog);
#ifdef __cplusplus