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-rw-r--r--src/compiler/glsl/builtin_functions.cpp2
-rw-r--r--src/compiler/glsl/standalone_scaffolding.cpp4
-rw-r--r--src/compiler/glsl/standalone_scaffolding.h2
3 files changed, 3 insertions, 5 deletions
diff --git a/src/compiler/glsl/builtin_functions.cpp b/src/compiler/glsl/builtin_functions.cpp
index ae4e8f2c455..941ea1242bb 100644
--- a/src/compiler/glsl/builtin_functions.cpp
+++ b/src/compiler/glsl/builtin_functions.cpp
@@ -956,7 +956,7 @@ builtin_builder::create_shader()
* GLSL utility code that could be linked against any stage, so just
* arbitrarily pick GL_VERTEX_SHADER.
*/
- shader = _mesa_new_shader(NULL, 0, MESA_SHADER_VERTEX);
+ shader = _mesa_new_shader(0, MESA_SHADER_VERTEX);
shader->symbols = new(mem_ctx) glsl_symbol_table;
gl_ModelViewProjectionMatrix =
diff --git a/src/compiler/glsl/standalone_scaffolding.cpp b/src/compiler/glsl/standalone_scaffolding.cpp
index b5dc5231ee8..53729af3921 100644
--- a/src/compiler/glsl/standalone_scaffolding.cpp
+++ b/src/compiler/glsl/standalone_scaffolding.cpp
@@ -68,12 +68,10 @@ _mesa_shader_debug(struct gl_context *, GLenum, GLuint *,
}
struct gl_shader *
-_mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage)
+_mesa_new_shader(GLuint name, gl_shader_stage stage)
{
struct gl_shader *shader;
- (void) ctx;
-
assert(stage == MESA_SHADER_FRAGMENT || stage == MESA_SHADER_VERTEX);
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
diff --git a/src/compiler/glsl/standalone_scaffolding.h b/src/compiler/glsl/standalone_scaffolding.h
index c6666c9c73d..a19eae28de6 100644
--- a/src/compiler/glsl/standalone_scaffolding.h
+++ b/src/compiler/glsl/standalone_scaffolding.h
@@ -42,7 +42,7 @@ _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh);
extern "C" struct gl_shader *
-_mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage);
+_mesa_new_shader(GLuint name, gl_shader_stage stage);
extern "C" struct gl_linked_shader *
_mesa_new_linked_shader(gl_shader_stage stage);