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render/gles2: use correct type for shader type
Doesn't matter a lot, but let's try to be consistent with the GL headers.
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1 changed files with 1 additions and 1 deletions
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@ -610,7 +610,7 @@ static void gles2_log(GLenum src, GLenum type, GLuint id, GLenum severity,
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}
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}
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static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
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static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
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GLuint type, const GLchar *src) {
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GLenum type, const GLchar *src) {
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push_gles2_debug(renderer);
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push_gles2_debug(renderer);
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GLuint shader = glCreateShader(type);
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GLuint shader = glCreateShader(type);
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