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authorPaul Berry <[email protected]>2014-01-07 10:11:39 -0800
committerPaul Berry <[email protected]>2014-01-08 07:30:30 -0800
commit665b8d7b6d8eae03c9dc0ef1a744fe59d9cc6cb6 (patch)
tree54e3ca4a5dded5d90e29a5a541c9ed190352f3e9 /src/glsl/builtin_variables.cpp
parenteda21d2a3010d9fc5a68b55a843c5e44b2abf8dd (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_variables.cpp')
-rw-r--r--src/glsl/builtin_variables.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
index ff9acb8d0d0..1a9489e53da 100644
--- a/src/glsl/builtin_variables.cpp
+++ b/src/glsl/builtin_variables.cpp
@@ -876,7 +876,7 @@ builtin_variable_generator::add_varying(int slot, const glsl_type *type,
const char *name,
const char *name_as_gs_input)
{
- switch (state->target) {
+ switch (state->stage) {
case MESA_SHADER_GEOMETRY:
this->per_vertex_in.add_field(slot, type, name);
/* FALLTHROUGH */
@@ -901,7 +901,7 @@ builtin_variable_generator::generate_varyings()
add_varying(loc, type, name, name "In")
/* gl_Position and gl_PointSize are not visible from fragment shaders. */
- if (state->target != MESA_SHADER_FRAGMENT) {
+ if (state->stage != MESA_SHADER_FRAGMENT) {
ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
}
@@ -914,7 +914,7 @@ builtin_variable_generator::generate_varyings()
if (compatibility) {
ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
- if (state->target == MESA_SHADER_FRAGMENT) {
+ if (state->stage == MESA_SHADER_FRAGMENT) {
ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
} else {
@@ -926,13 +926,13 @@ builtin_variable_generator::generate_varyings()
}
}
- if (state->target == MESA_SHADER_GEOMETRY) {
+ if (state->stage == MESA_SHADER_GEOMETRY) {
const glsl_type *per_vertex_in_type =
this->per_vertex_in.construct_interface_instance();
add_variable("gl_in", array(per_vertex_in_type, 0),
ir_var_shader_in, -1);
}
- if (state->target == MESA_SHADER_VERTEX || state->target == MESA_SHADER_GEOMETRY) {
+ if (state->stage == MESA_SHADER_VERTEX || state->stage == MESA_SHADER_GEOMETRY) {
const glsl_type *per_vertex_out_type =
this->per_vertex_out.construct_interface_instance();
const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
@@ -963,7 +963,7 @@ _mesa_glsl_initialize_variables(exec_list *instructions,
gen.generate_varyings();
- switch (state->target) {
+ switch (state->stage) {
case MESA_SHADER_VERTEX:
gen.generate_vs_special_vars();
break;