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