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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/program/ir_to_mesa.cpp
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/program/ir_to_mesa.cpp')
-rw-r--r--src/mesa/program/ir_to_mesa.cpp17
1 files changed, 8 insertions, 9 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index ae4a6e2dec6..88e94fa014e 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -2493,8 +2493,7 @@ _mesa_generate_parameters_list_for_uniforms(struct gl_shader_program
struct gl_program_parameter_list
*params)
{
- add_uniform_to_shader add(shader_program, params,
- _mesa_shader_enum_to_shader_stage(sh->Type));
+ add_uniform_to_shader add(shader_program, params, sh->Stage);
foreach_list(node, sh->ir) {
ir_variable *var = ((ir_instruction *) node)->as_variable();
@@ -2801,18 +2800,18 @@ get_mesa_program(struct gl_context *ctx,
int i;
struct gl_program *prog;
GLenum target;
- const char *target_string = _mesa_progshader_enum_to_string(shader->Type);
+ const char *target_string = _mesa_shader_stage_to_string(shader->Stage);
struct gl_shader_compiler_options *options =
- &ctx->ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(shader->Type)];
+ &ctx->ShaderCompilerOptions[shader->Stage];
- switch (shader->Type) {
- case GL_VERTEX_SHADER:
+ switch (shader->Stage) {
+ case MESA_SHADER_VERTEX:
target = GL_VERTEX_PROGRAM_ARB;
break;
- case GL_FRAGMENT_SHADER:
+ case MESA_SHADER_FRAGMENT:
target = GL_FRAGMENT_PROGRAM_ARB;
break;
- case GL_GEOMETRY_SHADER:
+ case MESA_SHADER_GEOMETRY:
target = GL_GEOMETRY_PROGRAM_NV;
break;
default:
@@ -3007,7 +3006,7 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
bool progress;
exec_list *ir = prog->_LinkedShaders[i]->ir;
const struct gl_shader_compiler_options *options =
- &ctx->ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(prog->_LinkedShaders[i]->Type)];
+ &ctx->ShaderCompilerOptions[prog->_LinkedShaders[i]->Stage];
do {
progress = false;