diff options
author | Paul Berry <[email protected]> | 2014-01-07 10:11:39 -0800 |
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committer | Paul Berry <[email protected]> | 2014-01-08 07:30:30 -0800 |
commit | 665b8d7b6d8eae03c9dc0ef1a744fe59d9cc6cb6 (patch) | |
tree | 54e3ca4a5dded5d90e29a5a541c9ed190352f3e9 /src/glsl/builtin_functions.cpp | |
parent | eda21d2a3010d9fc5a68b55a843c5e44b2abf8dd (diff) |
mesa: Clean up nomenclature for pipeline stages.
Previously, we had an enum called gl_shader_type which represented
pipeline stages in the order they occur in the pipeline
(i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several
inconsistently named functions for converting between it and other
representations:
- _mesa_shader_type_to_string: gl_shader_type -> string
- _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type
- _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type
- _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
This patch tries to clean things up so that we use more consistent
terminology: the enum is now called gl_shader_stage (to emphasize that
it is in the order of pipeline stages), and the conversion functions are:
- _mesa_shader_stage_to_string: gl_shader_stage -> string
- _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage
- _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage
- _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES,
for consistency with the new name for the enum.
Reviewed-by: Kenneth Graunke <[email protected]>
v2: Also rename the "target" field of _mesa_glsl_parse_state and the
"target" parameter of _mesa_shader_stage_to_string to "stage".
Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/glsl/builtin_functions.cpp')
-rw-r--r-- | src/glsl/builtin_functions.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp index 10127f38ee8..2207fe14f12 100644 --- a/src/glsl/builtin_functions.cpp +++ b/src/glsl/builtin_functions.cpp @@ -77,7 +77,7 @@ always_available(const _mesa_glsl_parse_state *state) static bool compatibility_vs_only(const _mesa_glsl_parse_state *state) { - return state->target == MESA_SHADER_VERTEX && + return state->stage == MESA_SHADER_VERTEX && state->language_version <= 130 && !state->es_shader; } @@ -85,13 +85,13 @@ compatibility_vs_only(const _mesa_glsl_parse_state *state) static bool fs_only(const _mesa_glsl_parse_state *state) { - return state->target == MESA_SHADER_FRAGMENT; + return state->stage == MESA_SHADER_FRAGMENT; } static bool gs_only(const _mesa_glsl_parse_state *state) { - return state->target == MESA_SHADER_GEOMETRY; + return state->stage == MESA_SHADER_GEOMETRY; } static bool @@ -103,7 +103,7 @@ v110(const _mesa_glsl_parse_state *state) static bool v110_fs_only(const _mesa_glsl_parse_state *state) { - return !state->es_shader && state->target == MESA_SHADER_FRAGMENT; + return !state->es_shader && state->stage == MESA_SHADER_FRAGMENT; } static bool @@ -122,7 +122,7 @@ static bool v130_fs_only(const _mesa_glsl_parse_state *state) { return state->is_version(130, 300) && - state->target == MESA_SHADER_FRAGMENT; + state->stage == MESA_SHADER_FRAGMENT; } static bool @@ -155,7 +155,7 @@ lod_exists_in_stage(const _mesa_glsl_parse_state *state) * Since ARB_shader_texture_lod can only be enabled on desktop GLSL, we * don't need to explicitly check state->es_shader. */ - return state->target == MESA_SHADER_VERTEX || + return state->stage == MESA_SHADER_VERTEX || state->is_version(130, 300) || state->ARB_shader_texture_lod_enable; } @@ -223,7 +223,7 @@ texture_array_lod(const _mesa_glsl_parse_state *state) static bool fs_texture_array(const _mesa_glsl_parse_state *state) { - return state->target == MESA_SHADER_FRAGMENT && + return state->stage == MESA_SHADER_FRAGMENT && state->EXT_texture_array_enable; } @@ -243,7 +243,7 @@ texture_multisample(const _mesa_glsl_parse_state *state) static bool fs_texture_cube_map_array(const _mesa_glsl_parse_state *state) { - return state->target == MESA_SHADER_FRAGMENT && + return state->stage == MESA_SHADER_FRAGMENT && (state->is_version(400, 0) || state->ARB_texture_cube_map_array_enable); } @@ -265,7 +265,7 @@ texture_query_levels(const _mesa_glsl_parse_state *state) static bool texture_query_lod(const _mesa_glsl_parse_state *state) { - return state->target == MESA_SHADER_FRAGMENT && + return state->stage == MESA_SHADER_FRAGMENT && state->ARB_texture_query_lod_enable; } @@ -292,7 +292,7 @@ texture_gather_only(const _mesa_glsl_parse_state *state) static bool fs_oes_derivatives(const _mesa_glsl_parse_state *state) { - return state->target == MESA_SHADER_FRAGMENT && + return state->stage == MESA_SHADER_FRAGMENT && (state->is_version(110, 300) || state->OES_standard_derivatives_enable); } @@ -318,7 +318,7 @@ tex3d(const _mesa_glsl_parse_state *state) static bool fs_tex3d(const _mesa_glsl_parse_state *state) { - return state->target == MESA_SHADER_FRAGMENT && + return state->stage == MESA_SHADER_FRAGMENT && (!state->es_shader || state->OES_texture_3D_enable); } |