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svga: use new svga_new_shader_variant() function
To simplify upcoming new HUD shader count implementation. Reviewed-by: Charmaine Lee <charmainel@vmware.com>
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parent
8d0d5dca5b
commit
f413f1a17c
4 changed files with 12 additions and 2 deletions
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@ -414,6 +414,13 @@ svga_set_shader(struct svga_context *svga,
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}
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struct svga_shader_variant *
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svga_new_shader_variant(struct svga_context *svga)
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{
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return CALLOC_STRUCT(svga_shader_variant);
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}
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enum pipe_error
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svga_destroy_shader_variant(struct svga_context *svga,
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SVGA3dShaderType type,
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@ -273,6 +273,9 @@ svga_set_shader(struct svga_context *svga,
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SVGA3dShaderType type,
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struct svga_shader_variant *variant);
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struct svga_shader_variant *
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svga_new_shader_variant(struct svga_context *svga);
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enum pipe_error
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svga_destroy_shader_variant(struct svga_context *svga,
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SVGA3dShaderType type,
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@ -228,7 +228,7 @@ svga_tgsi_vgpu9_translate(struct svga_context *svga,
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goto fail;
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}
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variant = CALLOC_STRUCT(svga_shader_variant);
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variant = svga_new_shader_variant(svga);
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if (variant == NULL)
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goto fail;
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@ -6735,7 +6735,7 @@ svga_tgsi_vgpu10_translate(struct svga_context *svga,
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/*
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* Create, initialize the 'variant' object.
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*/
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variant = CALLOC_STRUCT(svga_shader_variant);
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variant = svga_new_shader_variant(svga);
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if (!variant)
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goto cleanup;
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