nouveau: rename pass0_arb to pass0.

I was expecting to have 2 frontends for the shader code (asm, glsl).
With Brian's work on GLSL this is unnecessary :)
This commit is contained in:
Ben Skeggs 2007-01-21 09:48:33 +11:00
parent 029b81742a
commit 4f800c5bac
4 changed files with 5 additions and 6 deletions

View file

@ -20,7 +20,7 @@ DRIVER_SOURCES = \
nouveau_span.c \
nouveau_state.c \
nouveau_shader.c \
nouveau_shader_0_arb.c \
nouveau_shader_0.c \
nouveau_shader_1.c \
nouveau_shader_2.c \
nouveau_tex.c \

View file

@ -111,7 +111,7 @@ nvsUpdateShader(GLcontext *ctx, nouveauShader *nvs)
/* Translate to HW format now if necessary */
if (!nvs->translated) {
/* Mesa ASM shader -> nouveauShader */
if (!nouveau_shader_pass0_arb(ctx, nvs))
if (!nouveau_shader_pass0(ctx, nvs))
return GL_FALSE;
/* Basic dead code elimination + register usage info */
if (!nouveau_shader_pass1(nvs))
@ -187,7 +187,7 @@ nvsBuildTextShader(GLcontext *ctx, GLenum target, const char *text)
&nvs->mesa.fp);
}
nouveau_shader_pass0_arb(ctx, nvs);
nouveau_shader_pass0(ctx, nvs);
nouveau_shader_pass1(nvs);
nouveau_shader_pass2(nvs);

View file

@ -366,8 +366,7 @@ extern void NV40FPInitShaderFuncs(nvsFunc *);
extern void nouveauShaderInitFuncs(GLcontext *ctx);
extern GLboolean nouveau_shader_pass0_arb(GLcontext *ctx, nouveauShader *nvs);
extern GLboolean nouveau_shader_pass0_slang(GLcontext *ctx, nouveauShader *nvs);
extern GLboolean nouveau_shader_pass0(GLcontext *ctx, nouveauShader *nvs);
extern GLboolean nouveau_shader_pass1(nvsPtr nvs);
extern GLboolean nouveau_shader_pass2(nvsPtr nvs);

View file

@ -666,7 +666,7 @@ pass0_translate_instructions(nouveauShader *nvs)
}
GLboolean
nouveau_shader_pass0_arb(GLcontext *ctx, nouveauShader *nvs)
nouveau_shader_pass0(GLcontext *ctx, nouveauShader *nvs)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
struct gl_program *prog = (struct gl_program*)nvs;