zink: use same function for all pipe_context::delete_*_state shader methods

we don't currently do anything special with any of these, so it'd be better
to not have the same code copy/pasted around

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7485>
This commit is contained in:
Mike Blumenkrantz
2020-07-16 08:52:24 -04:00
committed by Marge Bot
parent d377d84496
commit 758e932ad2
+4 -19
View File
@@ -422,13 +422,6 @@ zink_bind_vs_state(struct pipe_context *pctx,
bind_stage(zink_context(pctx), PIPE_SHADER_VERTEX, cso);
}
static void
zink_delete_vs_state(struct pipe_context *pctx,
void *cso)
{
zink_shader_free(zink_context(pctx), cso);
}
static void *
zink_create_fs_state(struct pipe_context *pctx,
const struct pipe_shader_state *shader)
@@ -449,13 +442,6 @@ zink_bind_fs_state(struct pipe_context *pctx,
bind_stage(zink_context(pctx), PIPE_SHADER_FRAGMENT, cso);
}
static void
zink_delete_fs_state(struct pipe_context *pctx,
void *cso)
{
zink_shader_free(zink_context(pctx), cso);
}
static void *
zink_create_gs_state(struct pipe_context *pctx,
const struct pipe_shader_state *shader)
@@ -477,8 +463,7 @@ zink_bind_gs_state(struct pipe_context *pctx,
}
static void
zink_delete_gs_state(struct pipe_context *pctx,
void *cso)
zink_delete_shader_state(struct pipe_context *pctx, void *cso)
{
zink_shader_free(zink_context(pctx), cso);
}
@@ -489,13 +474,13 @@ zink_program_init(struct zink_context *ctx)
{
ctx->base.create_vs_state = zink_create_vs_state;
ctx->base.bind_vs_state = zink_bind_vs_state;
ctx->base.delete_vs_state = zink_delete_vs_state;
ctx->base.delete_vs_state = zink_delete_shader_state;
ctx->base.create_fs_state = zink_create_fs_state;
ctx->base.bind_fs_state = zink_bind_fs_state;
ctx->base.delete_fs_state = zink_delete_fs_state;
ctx->base.delete_fs_state = zink_delete_shader_state;
ctx->base.create_gs_state = zink_create_gs_state;
ctx->base.bind_gs_state = zink_bind_gs_state;
ctx->base.delete_gs_state = zink_delete_gs_state;
ctx->base.delete_gs_state = zink_delete_shader_state;
}