st/mesa: move, clean-up shader variant key decls/inits
Move the variant key declarations inside the scope they're used. Use designated initializers instead of memset() calls. Reviewed-by: Neha Bhende <bhenden@vmware.com>
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@@ -97,7 +97,6 @@ void
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st_update_fp( struct st_context *st )
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{
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struct st_fragment_program *stfp;
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struct st_fp_variant_key key;
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assert(st->ctx->FragmentProgram._Current);
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stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
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@@ -113,7 +112,8 @@ st_update_fp( struct st_context *st )
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!stfp->variants->key.bitmap) {
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shader = stfp->variants->driver_shader;
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} else {
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memset(&key, 0, sizeof(key));
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struct st_fp_variant_key key = {0};
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key.st = st->has_shareable_shaders ? NULL : st;
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/* _NEW_FRAG_CLAMP */
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@@ -155,7 +155,6 @@ void
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st_update_vp( struct st_context *st )
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{
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struct st_vertex_program *stvp;
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struct st_vp_variant_key key;
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/* find active shader and params -- Should be covered by
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* ST_NEW_VERTEX_PROGRAM
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@@ -169,7 +168,8 @@ st_update_vp( struct st_context *st )
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stvp->variants->key.passthrough_edgeflags == st->vertdata_edgeflags) {
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st->vp_variant = stvp->variants;
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} else {
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memset(&key, 0, sizeof key);
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struct st_vp_variant_key key = {0};
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key.st = st->has_shareable_shaders ? NULL : st;
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/* When this is true, we will add an extra input to the vertex
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@@ -1772,9 +1772,8 @@ st_get_cp_variant(struct st_context *st,
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{
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struct pipe_context *pipe = st->pipe;
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struct st_basic_variant *v;
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struct st_basic_variant_key key;
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struct st_basic_variant_key key = {0};
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memset(&key, 0, sizeof(key));
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key.st = st->has_shareable_shaders ? NULL : st;
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/* Search for existing variant */
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@@ -1996,9 +1995,8 @@ st_precompile_shader_variant(struct st_context *st,
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switch (prog->Target) {
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case GL_VERTEX_PROGRAM_ARB: {
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struct st_vertex_program *p = (struct st_vertex_program *)prog;
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struct st_vp_variant_key key;
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struct st_vp_variant_key key = {0};
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memset(&key, 0, sizeof(key));
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key.st = st->has_shareable_shaders ? NULL : st;
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st_get_vp_variant(st, p, &key);
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break;
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@@ -2024,9 +2022,8 @@ st_precompile_shader_variant(struct st_context *st,
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case GL_FRAGMENT_PROGRAM_ARB: {
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struct st_fragment_program *p = (struct st_fragment_program *)prog;
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struct st_fp_variant_key key;
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struct st_fp_variant_key key = {0};
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memset(&key, 0, sizeof(key));
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key.st = st->has_shareable_shaders ? NULL : st;
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st_get_fp_variant(st, p, &key);
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break;
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