/* create new */
v = (struct st_variant*)CALLOC_STRUCT(st_common_variant);
if (v) {
- if (prog->state.type == PIPE_SHADER_IR_NIR) {
+ if (prog->state.type == PIPE_SHADER_IR_NIR) {
bool finalize = false;
- state.type = PIPE_SHADER_IR_NIR;
- state.ir.nir = get_nir_shader(st, prog);
+ state.type = PIPE_SHADER_IR_NIR;
+ state.ir.nir = get_nir_shader(st, prog);
if (key->clamp_color) {
NIR_PASS_V(state.ir.nir, nir_lower_clamp_color_outputs);
struct gl_shader_program *shProg = (struct gl_shader_program *) data;
GLuint i;
- for (i = 0; i < ARRAY_SIZE(shProg->_LinkedShaders); i++) {
- if (shProg->_LinkedShaders[i])
+ for (i = 0; i < ARRAY_SIZE(shProg->_LinkedShaders); i++) {
+ if (shProg->_LinkedShaders[i])
destroy_program_variants(st, shProg->_LinkedShaders[i]->Program);
- }
+ }
}
break;
case GL_VERTEX_SHADER: