This now contains everything we need.
Reviewed-by: Eric Anholt <eric@anholt.net>
* 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++) {
* _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";
_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