struct gl_shader *(*NewShader)(struct gl_context *ctx,
GLuint name, GLenum type);
void (*DeleteShader)(struct gl_context *ctx, struct gl_shader *shader);
- struct gl_shader_program *(*NewShaderProgram)(struct gl_context *ctx,
- GLuint name);
+ struct gl_shader_program *(*NewShaderProgram)(GLuint name);
void (*DeleteShaderProgram)(struct gl_context *ctx,
struct gl_shader_program *shProg);
void (*UseProgram)(struct gl_context *ctx, struct gl_shader_program *shProg);
p.top_instructions = p.shader->ir;
p.instructions = p.shader->ir;
p.state = key;
- p.shader_program = ctx->Driver.NewShaderProgram(ctx, 0);
+ p.shader_program = ctx->Driver.NewShaderProgram(0);
/* Tell the linker to ignore the fact that we're building a
* separate shader, in case we're in a GLES2 context that would
name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
- shProg = ctx->Driver.NewShaderProgram(ctx, name);
+ shProg = ctx->Driver.NewShaderProgram(name);
_mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
* Called via ctx->Driver.NewShaderProgram()
*/
static struct gl_shader_program *
-_mesa_new_shader_program(struct gl_context *ctx, GLuint name)
+_mesa_new_shader_program(GLuint name)
{
struct gl_shader_program *shProg;
shProg = rzalloc(NULL, struct gl_shader_program);