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-rw-r--r--src/mesa/program/ir_to_mesa.cpp63
1 files changed, 0 insertions, 63 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 96996ee022f..35a9b8437dc 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -3097,69 +3097,6 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
return prog->LinkStatus;
}
-
-/**
- * Compile a GLSL shader. Called via glCompileShader().
- */
-void
-_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
-{
- struct _mesa_glsl_parse_state *state =
- new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
-
- const char *source = shader->Source;
-
- state->error = glcpp_preprocess(state, &source, &state->info_log,
- &ctx->Extensions, ctx);
-
- if (!state->error) {
- _mesa_glsl_lexer_ctor(state, source);
- _mesa_glsl_parse(state);
- _mesa_glsl_lexer_dtor(state);
- }
-
- ralloc_free(shader->ir);
- shader->ir = new(shader) exec_list;
- if (!state->error && !state->translation_unit.is_empty())
- _mesa_ast_to_hir(shader->ir, state);
-
- if (!state->error && !shader->ir->is_empty()) {
- validate_ir_tree(shader->ir);
- struct gl_shader_compiler_options *options =
- &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
-
- /* Do some optimization at compile time to reduce shader IR size
- * and reduce later work if the same shader is linked multiple times
- */
- while (do_common_optimization(shader->ir, false, false, 32, options))
- ;
-
- validate_ir_tree(shader->ir);
- }
-
- shader->symbols = state->symbols;
-
- shader->CompileStatus = !state->error;
- shader->InfoLog = state->info_log;
- shader->Version = state->language_version;
- shader->IsES = state->es_shader;
- memcpy(shader->builtins_to_link, state->builtins_to_link,
- sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link);
- shader->num_builtins_to_link = state->num_builtins_to_link;
-
- if (shader->UniformBlocks)
- ralloc_free(shader->UniformBlocks);
- shader->NumUniformBlocks = state->num_uniform_blocks;
- shader->UniformBlocks = state->uniform_blocks;
- ralloc_steal(shader, shader->UniformBlocks);
-
- /* Retain any live IR, but trash the rest. */
- reparent_ir(shader->ir, shader->ir);
-
- ralloc_free(state);
-}
-
-
/**
* Link a GLSL shader program. Called via glLinkProgram().
*/