}
}
-void
-_mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
+static void
+_mesa_init_shader(struct gl_shader *shader)
{
shader->RefCount = 1;
- shader->Geom.VerticesOut = -1;
- shader->Geom.InputType = GL_TRIANGLES;
- shader->Geom.OutputType = GL_TRIANGLE_STRIP;
+ shader->info.Geom.VerticesOut = -1;
+ shader->info.Geom.InputType = GL_TRIANGLES;
+ shader->info.Geom.OutputType = GL_TRIANGLE_STRIP;
}
/**
* Allocate a new gl_shader object, initialize it.
*/
struct gl_shader *
-_mesa_new_shader(struct gl_context *ctx, GLuint name, gl_shader_stage stage)
+_mesa_new_shader(GLuint name, gl_shader_stage stage)
{
struct gl_shader *shader;
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
shader->Stage = stage;
shader->Name = name;
- _mesa_init_shader(ctx, shader);
+ _mesa_init_shader(shader);
}
return shader;
}