blitter: rename shader compile and link functions

Related: https://gitlab.freedesktop.org/virgl/virglrenderer/-/issues/125

Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Corentin Noël <corentin.noel@collabora.com>.
macos/master
Gert Wollny 3 years ago
parent 02be5a309c
commit 931c75537f
  1. 12
      src/vrend_blitter.c

@ -80,7 +80,7 @@ struct blit_swizzle_and_type {
bool is_array; bool is_array;
}; };
static GLint build_and_check(GLenum shader_type, const char *buf) static GLint blit_shader_build_and_check(GLenum shader_type, const char *buf)
{ {
GLint param; GLint param;
GLint id = glCreateShader(shader_type); GLint id = glCreateShader(shader_type);
@ -100,7 +100,7 @@ static GLint build_and_check(GLenum shader_type, const char *buf)
return id; return id;
} }
static bool link_and_check(GLuint prog_id) static bool blit_shader_link_and_check(GLuint prog_id)
{ {
GLint lret; GLint lret;
@ -271,7 +271,7 @@ static GLuint blit_build_frag_tex_col(struct vrend_blitter_ctx *blit_ctx,
VREND_DEBUG(dbg_blit, NULL, "-- Blit FS shader MSAA: %d -----------------\n" VREND_DEBUG(dbg_blit, NULL, "-- Blit FS shader MSAA: %d -----------------\n"
"%s\n---------------------------------------\n", msaa, shader_buf); "%s\n---------------------------------------\n", msaa, shader_buf);
return build_and_check(GL_FRAGMENT_SHADER, shader_buf); return blit_shader_build_and_check(GL_FRAGMENT_SHADER, shader_buf);
} }
static GLuint blit_build_frag_depth(struct vrend_blitter_ctx *blit_ctx, int tgsi_tex_target, bool msaa) static GLuint blit_build_frag_depth(struct vrend_blitter_ctx *blit_ctx, int tgsi_tex_target, bool msaa)
@ -294,7 +294,7 @@ static GLuint blit_build_frag_depth(struct vrend_blitter_ctx *blit_ctx, int tgsi
snprintf(shader_buf, 4096, blit_ctx->use_gles ? FS_TEXFETCH_DS_GLES : FS_TEXFETCH_DS_GL, snprintf(shader_buf, 4096, blit_ctx->use_gles ? FS_TEXFETCH_DS_GLES : FS_TEXFETCH_DS_GL,
vrend_shader_samplertypeconv(blit_ctx->use_gles, tgsi_tex_target), swizzle_and_type.swizzle); vrend_shader_samplertypeconv(blit_ctx->use_gles, tgsi_tex_target), swizzle_and_type.swizzle);
return build_and_check(GL_FRAGMENT_SHADER, shader_buf); return blit_shader_build_and_check(GL_FRAGMENT_SHADER, shader_buf);
} }
static GLuint blit_get_frag_tex_writedepth(struct vrend_blitter_ctx *blit_ctx, int pipe_tex_target, unsigned nr_samples) static GLuint blit_get_frag_tex_writedepth(struct vrend_blitter_ctx *blit_ctx, int pipe_tex_target, unsigned nr_samples)
@ -385,7 +385,7 @@ static void vrend_renderer_init_blit_ctx(struct vrend_blitter_ctx *blit_ctx)
glGenFramebuffers(1, &blit_ctx->fb_id); glGenFramebuffers(1, &blit_ctx->fb_id);
glGenBuffers(1, &blit_ctx->vbo_id); glGenBuffers(1, &blit_ctx->vbo_id);
blit_ctx->vs = build_and_check(GL_VERTEX_SHADER, blit_ctx->vs = blit_shader_build_and_check(GL_VERTEX_SHADER,
blit_ctx->use_gles ? VS_PASSTHROUGH_GLES : VS_PASSTHROUGH_GL); blit_ctx->use_gles ? VS_PASSTHROUGH_GLES : VS_PASSTHROUGH_GL);
for (i = 0; i < 4; i++) for (i = 0; i < 4; i++)
@ -740,7 +740,7 @@ void vrend_renderer_blit_gl(ASSERTED struct vrend_context *ctx,
} }
glAttachShader(prog_id, fs_id); glAttachShader(prog_id, fs_id);
if(!link_and_check(prog_id)) if(!blit_shader_link_and_check(prog_id))
return; return;
glUseProgram(prog_id); glUseProgram(prog_id);

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