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authorTimothy Arceri <timothy.arceri@collabora.com>2016-06-27 16:10:35 +1000
committerTimothy Arceri <timothy.arceri@collabora.com>2016-06-30 16:51:25 +1000
commit9e9d01cbe802df386586db3fde1a531151b6d66a (patch)
treed4f677fd3a71413fbb8105c3e723dbb92e3f5d53
parent962933b6d42426b2600a6350431b7de6d36fa3e0 (diff)
mesa: don't use drivers NewShader function when creating shader objects
The drivers function only needs to be used when creating a struct for linked shaders. Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
-rw-r--r--src/mesa/main/shaderapi.c3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index 07250cd768c9..142e75089df9 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -334,8 +334,7 @@ create_shader(struct gl_context *ctx, GLenum type)
_mesa_HashLockMutex(ctx->Shared->ShaderObjects);
name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
- sh = ctx->Driver.NewShader(ctx, name,
- _mesa_shader_enum_to_shader_stage(type));
+ sh = _mesa_new_shader(ctx, name, _mesa_shader_enum_to_shader_stage(type));
sh->Type = type;
_mesa_HashInsertLocked(ctx->Shared->ShaderObjects, name, sh);
_mesa_HashUnlockMutex(ctx->Shared->ShaderObjects);