* May be used to implement the position_invariant option.
*/
static void
-_mesa_insert_mvp_dp4_code(struct gl_context *ctx, struct gl_program *vprog)
+insert_mvp_dp4_code(struct gl_context *ctx, struct gl_program *vprog)
{
struct prog_instruction *newInst;
const GLuint origLen = vprog->arb.NumInstructions;
static void
-_mesa_insert_mvp_mad_code(struct gl_context *ctx, struct gl_program *vprog)
+insert_mvp_mad_code(struct gl_context *ctx, struct gl_program *vprog)
{
struct prog_instruction *newInst;
const GLuint origLen = vprog->arb.NumInstructions;
_mesa_insert_mvp_code(struct gl_context *ctx, struct gl_program *vprog)
{
if (ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS)
- _mesa_insert_mvp_dp4_code( ctx, vprog );
+ insert_mvp_dp4_code( ctx, vprog );
else
- _mesa_insert_mvp_mad_code( ctx, vprog );
+ insert_mvp_mad_code( ctx, vprog );
}