mesa: Remove ad-hoc arrays of gl_shader_program.

Now that we have a ctx->Shader.CurrentProgram array, we can just use
it directly.

Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Paul Berry
2014-01-09 11:32:00 -08:00
parent 69b258cb46
commit 5808c44bab
3 changed files with 3 additions and 15 deletions

View File

@@ -1874,13 +1874,9 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
#ifdef DEBUG #ifdef DEBUG
if (ctx->Shader.Flags & GLSL_LOG) { if (ctx->Shader.Flags & GLSL_LOG) {
struct gl_shader_program *shProg[MESA_SHADER_STAGES]; struct gl_shader_program **shProg = ctx->Shader.CurrentProgram;
gl_shader_stage i; gl_shader_stage i;
shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY];
shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT];
for (i = 0; i < MESA_SHADER_STAGES; i++) { for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (shProg[i] == NULL || shProg[i]->_Used if (shProg[i] == NULL || shProg[i]->_Used
|| shProg[i]->_LinkedShaders[i] == NULL) || shProg[i]->_LinkedShaders[i] == NULL)

View File

@@ -131,11 +131,7 @@ setup_index_buffer(struct st_context *st,
static void static void
check_uniforms(struct gl_context *ctx) check_uniforms(struct gl_context *ctx)
{ {
struct gl_shader_program *shProg[3] = { struct gl_shader_program **shProg = ctx->Shader.CurrentProgram;
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY],
ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT],
};
unsigned j; unsigned j;
for (j = 0; j < 3; j++) { for (j = 0; j < 3; j++) {

View File

@@ -1195,11 +1195,7 @@ st_get_gp_variant(struct st_context *st,
void void
st_print_shaders(struct gl_context *ctx) st_print_shaders(struct gl_context *ctx)
{ {
struct gl_shader_program *shProg[3] = { struct gl_shader_program **shProg = ctx->Shader.CurrentProgram;
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY],
ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT],
};
unsigned j; unsigned j;
for (j = 0; j < 3; j++) { for (j = 0; j < 3; j++) {