gallium: no need to keep a copy of shader tokens in state tracker
Any driver who needs a copy of the shader tokens must organize to do so itself. This has been the case for a long time, but there was still defensive code in the state tracker, which is now removed. Any bugs resulting from this need to be fixed in the offending driver...
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@@ -77,7 +77,7 @@ st_init_clear(struct st_context *st)
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/* fragment shader state: color pass-through program */
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st->clear.fs =
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util_make_fragment_passthrough_shader(pipe, &st->clear.frag_shader);
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util_make_fragment_passthrough_shader(pipe);
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/* vertex shader state: color/position pass-through */
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{
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@@ -86,8 +86,7 @@ st_init_clear(struct st_context *st)
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const uint semantic_indexes[] = { 0, 0 };
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st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
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semantic_names,
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semantic_indexes,
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&st->clear.vert_shader);
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semantic_indexes);
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}
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}
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@@ -95,16 +94,6 @@ st_init_clear(struct st_context *st)
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void
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st_destroy_clear(struct st_context *st)
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{
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if (st->clear.vert_shader.tokens) {
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util_free_shader(&st->clear.vert_shader);
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st->clear.vert_shader.tokens = NULL;
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}
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if (st->clear.frag_shader.tokens) {
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util_free_shader(&st->clear.frag_shader);
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st->clear.frag_shader.tokens = NULL;
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}
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if (st->clear.fs) {
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cso_delete_fragment_shader(st->cso_context, st->clear.fs);
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st->clear.fs = NULL;
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