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authorCharmaine Lee <charmainel@vmware.com>2019-03-05 19:36:48 -0700
committerBrian Paul <brianp@vmware.com>2019-03-08 07:40:34 -0700
commitdaf567f79745dc0bdfa34966fed646cabd5bf563 (patch)
tree357c2735258394c8d468e9a0059d6df4d099a703 /src/gallium/drivers/svga/svga_pipe_gs.c
parentac6b33a50da7d0a46e9981dcc7f6b78bd94741e8 (diff)
svga: add svga shader type in the shader variant
With this patch, the svga shader type will be saved in the shader variant, and there is no need to pass in the shader type to the define/destroy variant functions. Reviewed-by: Brian Paul <brianp@vmware.com>
Diffstat (limited to 'src/gallium/drivers/svga/svga_pipe_gs.c')
-rw-r--r--src/gallium/drivers/svga/svga_pipe_gs.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gallium/drivers/svga/svga_pipe_gs.c b/src/gallium/drivers/svga/svga_pipe_gs.c
index cee92a0005b..edc03f6b6e1 100644
--- a/src/gallium/drivers/svga/svga_pipe_gs.c
+++ b/src/gallium/drivers/svga/svga_pipe_gs.c
@@ -120,7 +120,7 @@ svga_delete_gs_state(struct pipe_context *pipe, void *shader)
svga->state.hw_draw.gs = NULL;
}
- svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_GS, variant);
+ svga_destroy_shader_variant(svga, variant);
}
FREE((void *)gs->base.tokens);