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mesa: assorted clean-ups in detach_shader()
Fix formatting, add new comments, get rid of extraneous indentation. Suggested by Ian in bug 74723. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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23d4ff53d4
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1 changed files with 12 additions and 12 deletions
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@ -383,31 +383,31 @@ detach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
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_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
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/* alloc new, smaller array */
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newList =
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malloc((n - 1) * sizeof(struct gl_shader *));
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newList = malloc((n - 1) * sizeof(struct gl_shader *));
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if (!newList) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
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return;
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}
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/* Copy old list entries to new list, skipping removed entry at [i] */
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for (j = 0; j < i; j++) {
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newList[j] = shProg->Shaders[j];
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}
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while (++i < n)
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while (++i < n) {
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newList[j++] = shProg->Shaders[i];
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free(shProg->Shaders);
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}
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/* Free old list and install new one */
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free(shProg->Shaders);
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shProg->Shaders = newList;
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shProg->NumShaders = n - 1;
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#ifdef DEBUG
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/* sanity check */
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{
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for (j = 0; j < shProg->NumShaders; j++) {
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assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
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shProg->Shaders[j]->Type == GL_GEOMETRY_SHADER ||
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shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
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assert(shProg->Shaders[j]->RefCount > 0);
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}
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/* sanity check - make sure the new list's entries are sensible */
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for (j = 0; j < shProg->NumShaders; j++) {
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assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
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shProg->Shaders[j]->Type == GL_GEOMETRY_SHADER ||
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shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
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assert(shProg->Shaders[j]->RefCount > 0);
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}
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#endif
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