glsl: Remove extraneous shader_type argument from analyze_clip_usage().

This argument was carrying the name of the shader target (as a
string).  We can get this just as easily by calling
_mesa_shader_enum_to_string().

Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Paul Berry 2013-12-17 09:49:43 -08:00
parent d343e3d98c
commit b30e25f297

View file

@ -414,7 +414,7 @@ link_invalidate_variable_locations(exec_list *ir)
* Return false if an error was reported.
*/
static void
analyze_clip_usage(const char *shader_type, struct gl_shader_program *prog,
analyze_clip_usage(struct gl_shader_program *prog,
struct gl_shader *shader, GLboolean *UsesClipDistance,
GLuint *ClipDistanceArraySize)
{
@ -437,7 +437,8 @@ analyze_clip_usage(const char *shader_type, struct gl_shader_program *prog,
clip_distance.run(shader->ir);
if (clip_vertex.variable_found() && clip_distance.variable_found()) {
linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
"and `gl_ClipDistance'\n", shader_type);
"and `gl_ClipDistance'\n",
_mesa_shader_enum_to_string(shader->Type));
return;
}
*UsesClipDistance = clip_distance.variable_found();
@ -501,7 +502,7 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
}
}
analyze_clip_usage("vertex", prog, shader, &prog->Vert.UsesClipDistance,
analyze_clip_usage(prog, shader, &prog->Vert.UsesClipDistance,
&prog->Vert.ClipDistanceArraySize);
}
@ -548,7 +549,7 @@ validate_geometry_shader_executable(struct gl_shader_program *prog,
unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
prog->Geom.VerticesIn = num_vertices;
analyze_clip_usage("geometry", prog, shader, &prog->Geom.UsesClipDistance,
analyze_clip_usage(prog, shader, &prog->Geom.UsesClipDistance,
&prog->Geom.ClipDistanceArraySize);
find_end_primitive_visitor end_primitive;