mesa: add detach_shader_error() helper

And make detach_shader() always inline.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Samuel Pitoiset 2017-07-19 14:37:21 +02:00
parent c8ea792723
commit 6b9087a45d
1 changed files with 21 additions and 9 deletions

View File

@ -423,16 +423,21 @@ delete_shader(struct gl_context *ctx, GLuint shader)
}
static void
detach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
static ALWAYS_INLINE void
detach_shader(struct gl_context *ctx, GLuint program, GLuint shader,
bool no_error)
{
struct gl_shader_program *shProg;
GLuint n;
GLuint i, j;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
if (!shProg)
return;
if (!no_error) {
shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
if (!shProg)
return;
} else {
shProg = _mesa_lookup_shader_program(ctx, program);
}
n = shProg->NumShaders;
@ -480,7 +485,7 @@ detach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
}
/* not found */
{
if (!no_error) {
GLenum err;
if (is_shader(ctx, shader) || is_program(ctx, shader))
err = GL_INVALID_OPERATION;
@ -492,6 +497,13 @@ detach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
}
static void
detach_shader_error(struct gl_context *ctx, GLuint program, GLuint shader)
{
detach_shader(ctx, program, shader, false);
}
/**
* Return list of shaders attached to shader program.
*/
@ -1499,7 +1511,7 @@ void GLAPIENTRY
_mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
{
GET_CURRENT_CONTEXT(ctx);
detach_shader(ctx, program, shader);
detach_shader_error(ctx, program, shader);
}
@ -1507,7 +1519,7 @@ void GLAPIENTRY
_mesa_DetachShader(GLuint program, GLuint shader)
{
GET_CURRENT_CONTEXT(ctx);
detach_shader(ctx, program, shader);
detach_shader_error(ctx, program, shader);
}
@ -2344,7 +2356,7 @@ _mesa_CreateShaderProgramv(GLenum type, GLsizei count,
if (compiled) {
attach_shader_err(ctx, program, shader, "glCreateShaderProgramv");
_mesa_link_program(ctx, shProg);
detach_shader(ctx, program, shader);
detach_shader_error(ctx, program, shader);
#if 0
/* Possibly... */