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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/glsl_parser_extras.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/glsl_parser_extras.cpp')
-rw-r--r--src/glsl/glsl_parser_extras.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp
index e839caf9ad2..8a9526c471f 100644
--- a/src/glsl/glsl_parser_extras.cpp
+++ b/src/glsl/glsl_parser_extras.cpp
@@ -58,9 +58,9 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
: ctx(_ctx), switch_state()
{
switch (target) {
- case GL_VERTEX_SHADER: this->target = MESA_SHADER_VERTEX; break;
- case GL_FRAGMENT_SHADER: this->target = MESA_SHADER_FRAGMENT; break;
- case GL_GEOMETRY_SHADER: this->target = MESA_SHADER_GEOMETRY; break;
+ case GL_VERTEX_SHADER: this->stage = MESA_SHADER_VERTEX; break;
+ case GL_FRAGMENT_SHADER: this->stage = MESA_SHADER_FRAGMENT; break;
+ case GL_GEOMETRY_SHADER: this->stage = MESA_SHADER_GEOMETRY; break;
}
this->scanner = NULL;
@@ -342,7 +342,7 @@ extern "C" {
* gl_shader->Type.
*/
const char *
-_mesa_shader_enum_to_string(GLenum type)
+_mesa_progshader_enum_to_string(GLenum type)
{
switch (type) {
case GL_VERTEX_SHADER:
@@ -362,13 +362,13 @@ _mesa_shader_enum_to_string(GLenum type)
} /* extern "C" */
/**
- * Translate a gl_shader_type to a short shader stage name for debug printouts
- * and error messages.
+ * Translate a gl_shader_stage to a short shader stage name for debug
+ * printouts and error messages.
*/
const char *
-_mesa_shader_type_to_string(unsigned target)
+_mesa_shader_stage_to_string(unsigned stage)
{
- switch (target) {
+ switch (stage) {
case MESA_SHADER_VERTEX: return "vertex";
case MESA_SHADER_FRAGMENT: return "fragment";
case MESA_SHADER_GEOMETRY: return "geometry";
@@ -651,11 +651,11 @@ _mesa_glsl_process_extension(const char *name, YYLTYPE *name_locp,
if (behavior == extension_require) {
_mesa_glsl_error(name_locp, state, fmt,
- name, _mesa_shader_type_to_string(state->target));
+ name, _mesa_shader_stage_to_string(state->stage));
return false;
} else {
_mesa_glsl_warning(name_locp, state, fmt,
- name, _mesa_shader_type_to_string(state->target));
+ name, _mesa_shader_stage_to_string(state->stage));
}
}
}
@@ -1516,7 +1516,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
if (!state->error && !shader->ir->is_empty()) {
struct gl_shader_compiler_options *options =
- &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
+ &ctx->ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(shader->Type)];
/* Do some optimization at compile time to reduce shader IR size
* and reduce later work if the same shader is linked multiple times