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authorKenneth Graunke <[email protected]>2016-03-15 10:24:09 -0700
committerKenneth Graunke <[email protected]>2016-03-16 23:57:11 -0700
commita461e0003fdca564fa1ec7528c2463c50a797e85 (patch)
tree1c5cb5f6e11a3ad8778f60bdb55257575f2635f1 /src
parenta7e9b31d5bf98bdaabbb8b5c2459eb2c3a0af579 (diff)
mesa: Make compile_shader() take a gl_shader, not a GLuint.
In half the callers, we already have a pointer, and don't need to look it up again. This will also help with upcoming meta work. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/main/shaderapi.c15
1 files changed, 6 insertions, 9 deletions
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index cdf15b48a0d..43c4188cf2f 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -960,11 +960,8 @@ shader_source(struct gl_shader *sh, const GLchar *source)
* Compile a shader.
*/
static void
-compile_shader(struct gl_context *ctx, GLuint shaderObj)
+compile_shader(struct gl_context *ctx, struct gl_shader *sh)
{
- struct gl_shader *sh;
-
- sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
if (!sh)
return;
@@ -1270,7 +1267,8 @@ _mesa_CompileShader(GLuint shaderObj)
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glCompileShader %u\n", shaderObj);
- compile_shader(ctx, shaderObj);
+ compile_shader(ctx,
+ _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader"));
}
@@ -2154,18 +2152,17 @@ _mesa_CreateShaderProgramv(GLenum type, GLsizei count,
}
if (shader) {
- _mesa_ShaderSource(shader, count, strings, NULL);
+ struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
- compile_shader(ctx, shader);
+ _mesa_ShaderSource(shader, count, strings, NULL);
+ compile_shader(ctx, sh);
program = create_shader_program(ctx);
if (program) {
struct gl_shader_program *shProg;
- struct gl_shader *sh;
GLint compiled = GL_FALSE;
shProg = _mesa_lookup_shader_program(ctx, program);
- sh = _mesa_lookup_shader(ctx, shader);
shProg->SeparateShader = GL_TRUE;