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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>
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d343e3d98c
commit
b30e25f297
1 changed files with 5 additions and 4 deletions
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@ -414,7 +414,7 @@ link_invalidate_variable_locations(exec_list *ir)
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* Return false if an error was reported.
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*/
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static void
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analyze_clip_usage(const char *shader_type, struct gl_shader_program *prog,
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analyze_clip_usage(struct gl_shader_program *prog,
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struct gl_shader *shader, GLboolean *UsesClipDistance,
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GLuint *ClipDistanceArraySize)
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{
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@ -437,7 +437,8 @@ analyze_clip_usage(const char *shader_type, struct gl_shader_program *prog,
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clip_distance.run(shader->ir);
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if (clip_vertex.variable_found() && clip_distance.variable_found()) {
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linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
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"and `gl_ClipDistance'\n", shader_type);
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"and `gl_ClipDistance'\n",
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_mesa_shader_enum_to_string(shader->Type));
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return;
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}
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*UsesClipDistance = clip_distance.variable_found();
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@ -501,7 +502,7 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
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}
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}
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analyze_clip_usage("vertex", prog, shader, &prog->Vert.UsesClipDistance,
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analyze_clip_usage(prog, shader, &prog->Vert.UsesClipDistance,
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&prog->Vert.ClipDistanceArraySize);
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}
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@ -548,7 +549,7 @@ validate_geometry_shader_executable(struct gl_shader_program *prog,
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unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
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prog->Geom.VerticesIn = num_vertices;
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analyze_clip_usage("geometry", prog, shader, &prog->Geom.UsesClipDistance,
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analyze_clip_usage(prog, shader, &prog->Geom.UsesClipDistance,
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&prog->Geom.ClipDistanceArraySize);
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find_end_primitive_visitor end_primitive;
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