glsl/main: remove unused params and make function static

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
This commit is contained in:
Timothy Arceri
2016-06-28 09:41:59 +10:00
parent 32c410d2df
commit fd2b3da5c8
8 changed files with 11 additions and 17 deletions
+1 -1
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@@ -956,7 +956,7 @@ builtin_builder::create_shader()
* GLSL utility code that could be linked against any stage, so just
* arbitrarily pick GL_VERTEX_SHADER.
*/
shader = _mesa_new_shader(NULL, 0, MESA_SHADER_VERTEX);
shader = _mesa_new_shader(0, MESA_SHADER_VERTEX);
shader->symbols = new(mem_ctx) glsl_symbol_table;
gl_ModelViewProjectionMatrix =
+1 -3
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@@ -68,12 +68,10 @@ _mesa_shader_debug(struct gl_context *, GLenum, GLuint *,
}
struct gl_shader *
_mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage)
_mesa_new_shader(GLuint name, gl_shader_stage stage)
{
struct gl_shader *shader;
(void) ctx;
assert(stage == MESA_SHADER_FRAGMENT || stage == MESA_SHADER_VERTEX);
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
+1 -1
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@@ -42,7 +42,7 @@ _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh);
extern "C" struct gl_shader *
_mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage);
_mesa_new_shader(GLuint name, gl_shader_stage stage);
extern "C" struct gl_linked_shader *
_mesa_new_linked_shader(gl_shader_stage stage);
+1 -1
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@@ -129,7 +129,7 @@ meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
const GLuint name = ~0;
struct gl_shader *sh;
sh = _mesa_new_shader(ctx, name, stage);
sh = _mesa_new_shader(name, stage);
sh->Source = strdup(source);
sh->CompileStatus = false;
_mesa_compile_shader(ctx, sh);
+1 -1
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@@ -1203,7 +1203,7 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
_mesa_glsl_parse_state *state;
p.mem_ctx = ralloc_context(NULL);
p.shader = _mesa_new_shader(ctx, 0, MESA_SHADER_FRAGMENT);
p.shader = _mesa_new_shader(0, MESA_SHADER_FRAGMENT);
p.shader->ir = new(p.shader) exec_list;
state = new(p.shader) _mesa_glsl_parse_state(ctx, MESA_SHADER_FRAGMENT,
p.shader);
+1 -1
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@@ -334,7 +334,7 @@ create_shader(struct gl_context *ctx, GLenum type)
_mesa_HashLockMutex(ctx->Shared->ShaderObjects);
name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
sh = _mesa_new_shader(ctx, name, _mesa_shader_enum_to_shader_stage(type));
sh = _mesa_new_shader(name, _mesa_shader_enum_to_shader_stage(type));
sh->Type = type;
_mesa_HashInsertLocked(ctx->Shared->ShaderObjects, name, sh);
_mesa_HashUnlockMutex(ctx->Shared->ShaderObjects);
+4 -4
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@@ -88,8 +88,8 @@ _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
}
}
void
_mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
static void
_mesa_init_shader(struct gl_shader *shader)
{
shader->RefCount = 1;
shader->Geom.VerticesOut = -1;
@@ -101,14 +101,14 @@ _mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
* Allocate a new gl_shader object, initialize it.
*/
struct gl_shader *
_mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage)
_mesa_new_shader(GLuint name, gl_shader_stage stage)
{
struct gl_shader *shader;
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
shader->Stage = stage;
shader->Name = name;
_mesa_init_shader(ctx, shader);
_mesa_init_shader(shader);
}
return shader;
}
+1 -5
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@@ -75,12 +75,8 @@ _mesa_reference_shader_program(struct gl_context *ctx,
_mesa_reference_shader_program_(ctx, ptr, shProg);
}
extern void
_mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader);
extern struct gl_shader *
_mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage type);
_mesa_new_shader(GLuint name, gl_shader_stage type);
extern struct gl_linked_shader *
_mesa_new_linked_shader(gl_shader_stage type);