svga: use new svga_new_shader_variant() function

To simplify upcoming new HUD shader count implementation.

Reviewed-by: Charmaine Lee <charmainel@vmware.com>
This commit is contained in:
Brian Paul 2015-10-08 21:06:18 -06:00
parent 8d0d5dca5b
commit f413f1a17c
4 changed files with 12 additions and 2 deletions

View file

@ -414,6 +414,13 @@ svga_set_shader(struct svga_context *svga,
}
struct svga_shader_variant *
svga_new_shader_variant(struct svga_context *svga)
{
return CALLOC_STRUCT(svga_shader_variant);
}
enum pipe_error
svga_destroy_shader_variant(struct svga_context *svga,
SVGA3dShaderType type,

View file

@ -273,6 +273,9 @@ svga_set_shader(struct svga_context *svga,
SVGA3dShaderType type,
struct svga_shader_variant *variant);
struct svga_shader_variant *
svga_new_shader_variant(struct svga_context *svga);
enum pipe_error
svga_destroy_shader_variant(struct svga_context *svga,
SVGA3dShaderType type,

View file

@ -228,7 +228,7 @@ svga_tgsi_vgpu9_translate(struct svga_context *svga,
goto fail;
}
variant = CALLOC_STRUCT(svga_shader_variant);
variant = svga_new_shader_variant(svga);
if (variant == NULL)
goto fail;

View file

@ -6735,7 +6735,7 @@ svga_tgsi_vgpu10_translate(struct svga_context *svga,
/*
* Create, initialize the 'variant' object.
*/
variant = CALLOC_STRUCT(svga_shader_variant);
variant = svga_new_shader_variant(svga);
if (!variant)
goto cleanup;