glsl: Remove unused "instructions" parameter.

I think was used long ago, when we actually read the builtins into the
shader's instruction stream directly, rather than creating a separate
shader and linking the two.  It doesn't seem to serve any purpose now.
This commit is contained in:
Kenneth Graunke
2011-01-01 12:01:09 -08:00
parent 1eceb9d323
commit 81168351a7
4 changed files with 17 additions and 22 deletions

View File

@@ -60,7 +60,7 @@ void
_mesa_ast_to_hir(exec_list *instructions, struct _mesa_glsl_parse_state *state)
{
_mesa_glsl_initialize_variables(instructions, state);
_mesa_glsl_initialize_functions(instructions, state);
_mesa_glsl_initialize_functions(state);
state->symbols->language_version = state->language_version;

View File

@@ -13523,7 +13523,6 @@ _mesa_glsl_release_functions(void)
static void
_mesa_read_profile(struct _mesa_glsl_parse_state *state,
exec_list *instructions,
int profile_index,
const char *prototypes,
const char **functions,
@@ -13542,8 +13541,7 @@ _mesa_read_profile(struct _mesa_glsl_parse_state *state,
}
void
_mesa_glsl_initialize_functions(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
_mesa_glsl_initialize_functions(struct _mesa_glsl_parse_state *state)
{
if (builtin_mem_ctx == NULL) {
builtin_mem_ctx = talloc_init("GLSL built-in functions");
@@ -13553,84 +13551,84 @@ _mesa_glsl_initialize_functions(exec_list *instructions,
state->num_builtins_to_link = 0;
if (state->target == fragment_shader && state->language_version == 100) {
_mesa_read_profile(state, instructions, 0,
_mesa_read_profile(state, 0,
prototypes_for_100_frag,
functions_for_100_frag,
Elements(functions_for_100_frag));
}
if (state->target == vertex_shader && state->language_version == 100) {
_mesa_read_profile(state, instructions, 1,
_mesa_read_profile(state, 1,
prototypes_for_100_vert,
functions_for_100_vert,
Elements(functions_for_100_vert));
}
if (state->target == fragment_shader && state->language_version == 110) {
_mesa_read_profile(state, instructions, 2,
_mesa_read_profile(state, 2,
prototypes_for_110_frag,
functions_for_110_frag,
Elements(functions_for_110_frag));
}
if (state->target == vertex_shader && state->language_version == 110) {
_mesa_read_profile(state, instructions, 3,
_mesa_read_profile(state, 3,
prototypes_for_110_vert,
functions_for_110_vert,
Elements(functions_for_110_vert));
}
if (state->target == fragment_shader && state->language_version == 120) {
_mesa_read_profile(state, instructions, 4,
_mesa_read_profile(state, 4,
prototypes_for_120_frag,
functions_for_120_frag,
Elements(functions_for_120_frag));
}
if (state->target == vertex_shader && state->language_version == 120) {
_mesa_read_profile(state, instructions, 5,
_mesa_read_profile(state, 5,
prototypes_for_120_vert,
functions_for_120_vert,
Elements(functions_for_120_vert));
}
if (state->target == fragment_shader && state->language_version == 130) {
_mesa_read_profile(state, instructions, 6,
_mesa_read_profile(state, 6,
prototypes_for_130_frag,
functions_for_130_frag,
Elements(functions_for_130_frag));
}
if (state->target == vertex_shader && state->language_version == 130) {
_mesa_read_profile(state, instructions, 7,
_mesa_read_profile(state, 7,
prototypes_for_130_vert,
functions_for_130_vert,
Elements(functions_for_130_vert));
}
if (state->target == fragment_shader && state->ARB_texture_rectangle_enable) {
_mesa_read_profile(state, instructions, 8,
_mesa_read_profile(state, 8,
prototypes_for_ARB_texture_rectangle_frag,
functions_for_ARB_texture_rectangle_frag,
Elements(functions_for_ARB_texture_rectangle_frag));
}
if (state->target == vertex_shader && state->ARB_texture_rectangle_enable) {
_mesa_read_profile(state, instructions, 9,
_mesa_read_profile(state, 9,
prototypes_for_ARB_texture_rectangle_vert,
functions_for_ARB_texture_rectangle_vert,
Elements(functions_for_ARB_texture_rectangle_vert));
}
if (state->target == fragment_shader && state->EXT_texture_array_enable) {
_mesa_read_profile(state, instructions, 10,
_mesa_read_profile(state, 10,
prototypes_for_EXT_texture_array_frag,
functions_for_EXT_texture_array_frag,
Elements(functions_for_EXT_texture_array_frag));
}
if (state->target == vertex_shader && state->EXT_texture_array_enable) {
_mesa_read_profile(state, instructions, 11,
_mesa_read_profile(state, 11,
prototypes_for_EXT_texture_array_vert,
functions_for_EXT_texture_array_vert,
Elements(functions_for_EXT_texture_array_vert));

View File

@@ -200,7 +200,6 @@ _mesa_glsl_release_functions(void)
static void
_mesa_read_profile(struct _mesa_glsl_parse_state *state,
exec_list *instructions,
int profile_index,
const char *prototypes,
const char **functions,
@@ -219,8 +218,7 @@ _mesa_read_profile(struct _mesa_glsl_parse_state *state,
}
void
_mesa_glsl_initialize_functions(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
_mesa_glsl_initialize_functions(struct _mesa_glsl_parse_state *state)
{
if (builtin_mem_ctx == NULL) {
builtin_mem_ctx = talloc_init("GLSL built-in functions");
@@ -244,7 +242,7 @@ _mesa_glsl_initialize_functions(exec_list *instructions,
check += 'state->' + version + '_enable'
print ' if (' + check + ') {'
print ' _mesa_read_profile(state, instructions, %d,' % i
print ' _mesa_read_profile(state, %d,' % i
print ' prototypes_for_' + profile + ','
print ' functions_for_' + profile + ','
print ' Elements(functions_for_' + profile + '));'

View File

@@ -1582,8 +1582,7 @@ _mesa_glsl_initialize_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state);
extern void
_mesa_glsl_initialize_functions(exec_list *instructions,
struct _mesa_glsl_parse_state *state);
_mesa_glsl_initialize_functions(_mesa_glsl_parse_state *state);
extern void
_mesa_glsl_release_functions(void);