mesa: rename create_shader() to create_shader_err()

And add a no_error variant.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Samuel Pitoiset
2017-06-26 12:16:42 +02:00
parent 868c9c244d
commit c1782e44d0
+19 -10
View File
@@ -323,17 +323,11 @@ attach_shader_no_error(struct gl_context *ctx, GLuint program, GLuint shader)
}
static GLuint
create_shader(struct gl_context *ctx, GLenum type, const char *caller)
create_shader(struct gl_context *ctx, GLenum type)
{
struct gl_shader *sh;
GLuint name;
if (!_mesa_validate_shader_target(ctx, type)) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(%s)",
caller, _mesa_enum_to_string(type));
return 0;
}
_mesa_HashLockMutex(ctx->Shared->ShaderObjects);
name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
sh = _mesa_new_shader(name, _mesa_shader_enum_to_shader_stage(type));
@@ -345,6 +339,19 @@ create_shader(struct gl_context *ctx, GLenum type, const char *caller)
}
static GLuint
create_shader_err(struct gl_context *ctx, GLenum type, const char *caller)
{
if (!_mesa_validate_shader_target(ctx, type)) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(%s)",
caller, _mesa_enum_to_string(type));
return 0;
}
return create_shader(ctx, type);
}
static GLuint
create_shader_program(struct gl_context *ctx)
{
@@ -1392,9 +1399,11 @@ GLuint GLAPIENTRY
_mesa_CreateShader(GLenum type)
{
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glCreateShader %s\n", _mesa_enum_to_string(type));
return create_shader(ctx, type, "glCreateShader");
return create_shader_err(ctx, type, "glCreateShader");
}
@@ -1402,7 +1411,7 @@ GLhandleARB GLAPIENTRY
_mesa_CreateShaderObjectARB(GLenum type)
{
GET_CURRENT_CONTEXT(ctx);
return create_shader(ctx, type, "glCreateShaderObjectARB");
return create_shader_err(ctx, type, "glCreateShaderObjectARB");
}
@@ -2268,7 +2277,7 @@ _mesa_CreateShaderProgramv(GLenum type, GLsizei count,
{
GET_CURRENT_CONTEXT(ctx);
const GLuint shader = create_shader(ctx, type, "glCreateShaderProgramv");
const GLuint shader = create_shader_err(ctx, type, "glCreateShaderProgramv");
GLuint program = 0;
/*