* Then set ptr to point to sh, incrementing its refcount.
*/
void
-_mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr,
+_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh)
{
assert(ptr);
}
void
-_mesa_init_shader(GLcontext *ctx, struct gl_shader *shader)
+_mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
{
shader->RefCount = 1;
}
* Called via ctx->Driver.NewShader()
*/
struct gl_shader *
-_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
+_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
{
struct gl_shader *shader;
assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER ||
* Called via ctx->Driver.DeleteShader().
*/
static void
-_mesa_delete_shader(GLcontext *ctx, struct gl_shader *sh)
+_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
{
if (sh->Source)
free((void *) sh->Source);
* Lookup a GLSL shader object.
*/
struct gl_shader *
-_mesa_lookup_shader(GLcontext *ctx, GLuint name)
+_mesa_lookup_shader(struct gl_context *ctx, GLuint name)
{
if (name) {
struct gl_shader *sh = (struct gl_shader *)
* As above, but record an error if shader is not found.
*/
struct gl_shader *
-_mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller)
+_mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
{
if (!name) {
- _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
return NULL;
}
else {
struct gl_shader *sh = (struct gl_shader *)
_mesa_HashLookup(ctx->Shared->ShaderObjects, name);
if (!sh) {
- _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
return NULL;
}
if (sh->Type == GL_SHADER_PROGRAM_MESA) {
- _mesa_error(ctx, GL_INVALID_OPERATION, caller);
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
return NULL;
}
return sh;
* Then set ptr to point to shProg, incrementing its refcount.
*/
void
-_mesa_reference_shader_program(GLcontext *ctx,
+_mesa_reference_shader_program(struct gl_context *ctx,
struct gl_shader_program **ptr,
struct gl_shader_program *shProg)
{
}
void
-_mesa_init_shader_program(GLcontext *ctx, struct gl_shader_program *prog)
+_mesa_init_shader_program(struct gl_context *ctx, struct gl_shader_program *prog)
{
prog->Type = GL_SHADER_PROGRAM_MESA;
prog->RefCount = 1;
* Called via ctx->Driver.NewShaderProgram()
*/
static struct gl_shader_program *
-_mesa_new_shader_program(GLcontext *ctx, GLuint name)
+_mesa_new_shader_program(struct gl_context *ctx, GLuint name)
{
struct gl_shader_program *shProg;
shProg = talloc_zero(NULL, struct gl_shader_program);
* Clear (free) the shader program state that gets produced by linking.
*/
void
-_mesa_clear_shader_program_data(GLcontext *ctx,
+_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
_mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
* object itself.
*/
void
-_mesa_free_shader_program_data(GLcontext *ctx,
+_mesa_free_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
GLuint i;
* Called via ctx->Driver.DeleteShaderProgram().
*/
static void
-_mesa_delete_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
+_mesa_delete_shader_program(struct gl_context *ctx, struct gl_shader_program *shProg)
{
_mesa_free_shader_program_data(ctx, shProg);
* Lookup a GLSL program object.
*/
struct gl_shader_program *
-_mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
+_mesa_lookup_shader_program(struct gl_context *ctx, GLuint name)
{
struct gl_shader_program *shProg;
if (name) {
* As above, but record an error if program is not found.
*/
struct gl_shader_program *
-_mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name,
+_mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
const char *caller)
{
if (!name) {
- _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
return NULL;
}
else {
struct gl_shader_program *shProg = (struct gl_shader_program *)
_mesa_HashLookup(ctx->Shared->ShaderObjects, name);
if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
return NULL;
}
if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
- _mesa_error(ctx, GL_INVALID_OPERATION, caller);
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
return NULL;
}
return shProg;