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authorPaul Berry <[email protected]>2014-01-07 10:58:56 -0800
committerPaul Berry <[email protected]>2014-01-08 07:31:45 -0800
commite3b86f07da4ba9a4db6b8aae4072af6f1638b7cc (patch)
tree1b3c89c2a65cdefd6c39974e19ac337962df42b9 /src/mesa/main
parent65511e5f22e2ba0a5ebd9210319a55d80ea5334e (diff)
mesa: Use gl_shader::Stage instead of gl_shader::Type where possible.
This reduces confusion since gl_shader::Type is sometimes GL_SHADER_PROGRAM_MESA but is more frequently GL_SHADER_{VERTEX,GEOMETRY,FRAGMENT}. It also has the advantage that when switching on gl_shader::Stage, the compiler will alert if one of the possible enum types is unhandled. Finally, many functions in src/glsl (especially those dealing with linking) already use gl_shader_stage to represent pipeline stages; using gl_shader::Stage in those functions avoids the need for a conversion. Note: in the process I changed _mesa_write_shader_to_file() so that if it encounters an unexpected shader stage, it will use a file suffix of "????" rather than "geom". Reviewed-by: Brian Paul <[email protected]> v2: Split from patch "mesa: Store gl_shader_stage enum in gl_shader objects." Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/shaderapi.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index fc76f232eee..16a9a384c3b 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -778,7 +778,7 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
if (!sh)
return;
- options = &ctx->ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(sh->Type)];
+ options = &ctx->ShaderCompilerOptions[sh->Stage];
/* set default pragma state for shader */
sh->Pragmas = options->DefaultPragmas;
@@ -791,7 +791,7 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
} else {
if (ctx->Shader.Flags & GLSL_DUMP) {
printf("GLSL source for %s shader %d:\n",
- _mesa_progshader_enum_to_string(sh->Type), sh->Name);
+ _mesa_shader_stage_to_string(sh->Stage), sh->Name);
printf("%s\n", sh->Source);
}
@@ -823,7 +823,7 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
if (!sh->CompileStatus) {
if (ctx->Shader.Flags & GLSL_DUMP_ON_ERROR) {
fprintf(stderr, "GLSL source for %s shader %d:\n",
- _mesa_progshader_enum_to_string(sh->Type), sh->Name);
+ _mesa_shader_stage_to_string(sh->Stage), sh->Name);
fprintf(stderr, "%s\n", sh->Source);
fprintf(stderr, "Info Log:\n%s\n", sh->InfoLog);
fflush(stderr);
@@ -898,7 +898,7 @@ print_shader_info(const struct gl_shader_program *shProg)
printf("Mesa: glUseProgram(%u)\n", shProg->Name);
for (i = 0; i < shProg->NumShaders; i++) {
printf(" %s shader %u, checksum %u\n",
- _mesa_progshader_enum_to_string(shProg->Shaders[i]->Type),
+ _mesa_shader_stage_to_string(shProg->Shaders[i]->Stage),
shProg->Shaders[i]->Name,
shProg->Shaders[i]->SourceChecksum);
}