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/link_atomics.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/link_atomics.cpp')
-rw-r--r-- | src/glsl/link_atomics.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/src/glsl/link_atomics.cpp b/src/glsl/link_atomics.cpp index 603329c503b..bfa09a3bca6 100644 --- a/src/glsl/link_atomics.cpp +++ b/src/glsl/link_atomics.cpp @@ -64,7 +64,7 @@ namespace { active_atomic_counter *counters; unsigned num_counters; - unsigned stage_references[MESA_SHADER_TYPES]; + unsigned stage_references[MESA_SHADER_STAGES]; unsigned size; }; @@ -96,7 +96,7 @@ namespace { *num_buffers = 0; - for (unsigned i = 0; i < MESA_SHADER_TYPES; ++i) { + for (unsigned i = 0; i < MESA_SHADER_STAGES; ++i) { struct gl_shader *sh = prog->_LinkedShaders[i]; if (sh == NULL) continue; @@ -199,7 +199,7 @@ link_assign_atomic_counter_resources(struct gl_context *ctx, } /* Assign stage-specific fields. */ - for (unsigned j = 0; j < MESA_SHADER_TYPES; ++j) + for (unsigned j = 0; j < MESA_SHADER_STAGES; ++j) mab.StageReferences[j] = (ab.stage_references[j] ? GL_TRUE : GL_FALSE); @@ -219,18 +219,18 @@ link_check_atomic_counter_resources(struct gl_context *ctx, ctx->Const.GeometryProgram.MaxAtomicCounters, ctx->Const.FragmentProgram.MaxAtomicCounters }; - STATIC_ASSERT(Elements(max_atomic_counters) == MESA_SHADER_TYPES); + STATIC_ASSERT(Elements(max_atomic_counters) == MESA_SHADER_STAGES); const unsigned max_atomic_buffers[] = { ctx->Const.VertexProgram.MaxAtomicBuffers, ctx->Const.GeometryProgram.MaxAtomicBuffers, ctx->Const.FragmentProgram.MaxAtomicBuffers }; - STATIC_ASSERT(Elements(max_atomic_buffers) == MESA_SHADER_TYPES); + STATIC_ASSERT(Elements(max_atomic_buffers) == MESA_SHADER_STAGES); unsigned num_buffers; active_atomic_buffer *const abs = find_active_atomic_counters(ctx, prog, &num_buffers); - unsigned atomic_counters[MESA_SHADER_TYPES] = {}; - unsigned atomic_buffers[MESA_SHADER_TYPES] = {}; + unsigned atomic_counters[MESA_SHADER_STAGES] = {}; + unsigned atomic_buffers[MESA_SHADER_STAGES] = {}; unsigned total_atomic_counters = 0; unsigned total_atomic_buffers = 0; @@ -243,7 +243,7 @@ link_check_atomic_counter_resources(struct gl_context *ctx, if (abs[i].size == 0) continue; - for (unsigned j = 0; j < MESA_SHADER_TYPES; ++j) { + for (unsigned j = 0; j < MESA_SHADER_STAGES; ++j) { const unsigned n = abs[i].stage_references[j]; if (n) { @@ -256,14 +256,14 @@ link_check_atomic_counter_resources(struct gl_context *ctx, } /* Check that they are within the supported limits. */ - for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (atomic_counters[i] > max_atomic_counters[i]) linker_error(prog, "Too many %s shader atomic counters", - _mesa_shader_type_to_string(i)); + _mesa_shader_stage_to_string(i)); if (atomic_buffers[i] > max_atomic_buffers[i]) linker_error(prog, "Too many %s shader atomic counter buffers", - _mesa_shader_type_to_string(i)); + _mesa_shader_stage_to_string(i)); } if (total_atomic_counters > ctx->Const.MaxCombinedAtomicCounters) |