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gles/cogl-shader.c: Store the shader type in CoglShader
Nothing was storing the shader type when a shader was created so it would get confused about whether it was a custom vertex or fragment shader. Also the 'type' member of CoglShader was a GLenum but the only place that read it was treating it as if it was CoglShaderType. This changes it be CoglShaderType.
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@ -32,7 +32,7 @@ struct _CoglShader
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{
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{
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CoglHandleObject _parent;
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CoglHandleObject _parent;
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GLuint gl_handle;
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GLuint gl_handle;
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GLenum type;
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CoglShaderType type;
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};
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};
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CoglShader *_cogl_shader_pointer_from_handle (CoglHandle handle);
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CoglShader *_cogl_shader_pointer_from_handle (CoglHandle handle);
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@ -69,6 +69,7 @@ cogl_create_shader (CoglShaderType type)
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shader = g_slice_new (CoglShader);
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shader = g_slice_new (CoglShader);
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shader->gl_handle = glCreateShader (gl_type);
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shader->gl_handle = glCreateShader (gl_type);
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shader->type = type;
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return _cogl_shader_handle_new (shader);
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return _cogl_shader_handle_new (shader);
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}
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}
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