To simplify upcoming new HUD shader count implementation.
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
}
+struct svga_shader_variant *
+svga_new_shader_variant(struct svga_context *svga)
+{
+ return CALLOC_STRUCT(svga_shader_variant);
+}
+
+
enum pipe_error
svga_destroy_shader_variant(struct svga_context *svga,
SVGA3dShaderType type,
SVGA3dShaderType type,
struct svga_shader_variant *variant);
+struct svga_shader_variant *
+svga_new_shader_variant(struct svga_context *svga);
+
enum pipe_error
svga_destroy_shader_variant(struct svga_context *svga,
SVGA3dShaderType type,
goto fail;
}
- variant = CALLOC_STRUCT(svga_shader_variant);
+ variant = svga_new_shader_variant(svga);
if (variant == NULL)
goto fail;
/*
* Create, initialize the 'variant' object.
*/
- variant = CALLOC_STRUCT(svga_shader_variant);
+ variant = svga_new_shader_variant(svga);
if (!variant)
goto cleanup;