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mesa: Make compile_shader() take a gl_shader, not a GLuint.
In half the callers, we already have a pointer, and don't need to look it up again. This will also help with upcoming meta work. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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1 changed files with 6 additions and 9 deletions
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@ -960,11 +960,8 @@ shader_source(struct gl_shader *sh, const GLchar *source)
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* Compile a shader.
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*/
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static void
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compile_shader(struct gl_context *ctx, GLuint shaderObj)
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compile_shader(struct gl_context *ctx, struct gl_shader *sh)
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{
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struct gl_shader *sh;
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sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
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if (!sh)
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return;
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@ -1270,7 +1267,8 @@ _mesa_CompileShader(GLuint shaderObj)
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GET_CURRENT_CONTEXT(ctx);
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if (MESA_VERBOSE & VERBOSE_API)
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_mesa_debug(ctx, "glCompileShader %u\n", shaderObj);
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compile_shader(ctx, shaderObj);
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compile_shader(ctx,
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_mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader"));
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}
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@ -2154,18 +2152,17 @@ _mesa_CreateShaderProgramv(GLenum type, GLsizei count,
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}
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if (shader) {
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_mesa_ShaderSource(shader, count, strings, NULL);
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struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
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compile_shader(ctx, shader);
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_mesa_ShaderSource(shader, count, strings, NULL);
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compile_shader(ctx, sh);
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program = create_shader_program(ctx);
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if (program) {
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struct gl_shader_program *shProg;
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struct gl_shader *sh;
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GLint compiled = GL_FALSE;
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shProg = _mesa_lookup_shader_program(ctx, program);
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sh = _mesa_lookup_shader(ctx, shader);
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shProg->SeparateShader = GL_TRUE;
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