(unsigned) (variant->nr_tokens
* sizeof(variant->tokens[0])));
/* Free the too-large variant */
- svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
+ svga_destroy_shader_variant(svga, variant);
/* Use simple pass-through shader instead */
variant = get_compiled_dummy_vertex_shader(svga, vs, key);
}
return PIPE_ERROR;
}
- ret = svga_define_shader(svga, SVGA3D_SHADERTYPE_VS, variant);
+ ret = svga_define_shader(svga, variant);
if (ret != PIPE_OK) {
- svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant);
+ svga_destroy_shader_variant(svga, variant);
return ret;
}