diff options
author | Paul Berry <[email protected]> | 2013-12-16 13:09:20 -0800 |
---|---|---|
committer | Paul Berry <[email protected]> | 2013-12-17 12:31:36 -0800 |
commit | 7963fde37b6646aef7868f9d552960e5967dd811 (patch) | |
tree | 071cdf5d1a6349ed4b9cb62b54ca71d7fb3f8e82 /src | |
parent | abab4385437bdcfbfff1cf772a5c418eb06ed822 (diff) |
glsl: Replace _mesa_glsl_parser_targets enum with gl_shader_type.
These enums were redundant.
Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/glsl/ast_to_hir.cpp | 82 | ||||
-rw-r--r-- | src/glsl/builtin_functions.cpp | 22 | ||||
-rw-r--r-- | src/glsl/builtin_variables.cpp | 20 | ||||
-rw-r--r-- | src/glsl/glsl_parser.yy | 8 | ||||
-rw-r--r-- | src/glsl/glsl_parser_extras.cpp | 14 | ||||
-rw-r--r-- | src/glsl/glsl_parser_extras.h | 10 |
6 files changed, 75 insertions, 81 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp index b2bbccac5b8..3bc181e8785 100644 --- a/src/glsl/ast_to_hir.cpp +++ b/src/glsl/ast_to_hir.cpp @@ -1860,7 +1860,7 @@ ast_fully_specified_type::glsl_type(const char **name, if (type->base_type == GLSL_TYPE_FLOAT && state->es_shader - && state->target == fragment_shader + && state->target == MESA_SHADER_FRAGMENT && this->qualifier.precision == ast_precision_none && state->symbols->get_variable("#default precision") == NULL) { YYLTYPE loc = this->get_location(); @@ -1882,12 +1882,12 @@ ast_fully_specified_type::glsl_type(const char **name, * this function will produce undefined results. */ static bool -is_varying_var(ir_variable *var, _mesa_glsl_parser_targets target) +is_varying_var(ir_variable *var, gl_shader_type target) { switch (target) { - case vertex_shader: + case MESA_SHADER_VERTEX: return var->data.mode == ir_var_shader_out; - case fragment_shader: + case MESA_SHADER_FRAGMENT: return var->data.mode == ir_var_shader_in; default: return var->data.mode == ir_var_shader_out || var->data.mode == ir_var_shader_in; @@ -1985,13 +1985,13 @@ validate_binding_qualifier(struct _mesa_glsl_parse_state *state, */ unsigned limit = 0; switch (state->target) { - case vertex_shader: + case MESA_SHADER_VERTEX: limit = ctx->Const.VertexProgram.MaxTextureImageUnits; break; - case geometry_shader: + case MESA_SHADER_GEOMETRY: limit = ctx->Const.GeometryProgram.MaxTextureImageUnits; break; - case fragment_shader: + case MESA_SHADER_FRAGMENT: limit = ctx->Const.FragmentProgram.MaxTextureImageUnits; break; } @@ -2049,8 +2049,8 @@ interpret_interpolation_qualifier(const struct ast_type_qualifier *qual, } - if ((state->target == vertex_shader && mode == ir_var_shader_in) || - (state->target == fragment_shader && mode == ir_var_shader_out)) { + if ((state->target == MESA_SHADER_VERTEX && mode == ir_var_shader_in) || + (state->target == MESA_SHADER_FRAGMENT && mode == ir_var_shader_out)) { _mesa_glsl_error(loc, state, "interpolation qualifier `%s' cannot be applied to " "vertex shader inputs or fragment shader outputs", @@ -2077,7 +2077,7 @@ validate_explicit_location(const struct ast_type_qualifier *qual, * locations. */ switch (state->target) { - case vertex_shader: + case MESA_SHADER_VERTEX: if (var->data.mode == ir_var_shader_in) { if (!state->check_explicit_attrib_location_allowed(loc, var)) return; @@ -2088,13 +2088,13 @@ validate_explicit_location(const struct ast_type_qualifier *qual, fail = true; break; - case geometry_shader: + case MESA_SHADER_GEOMETRY: _mesa_glsl_error(loc, state, "geometry shader variables cannot be given " "explicit locations"); return; - case fragment_shader: + case MESA_SHADER_FRAGMENT: if (var->data.mode == ir_var_shader_out) { if (!state->check_explicit_attrib_location_allowed(loc, var)) return; @@ -2122,7 +2122,7 @@ validate_explicit_location(const struct ast_type_qualifier *qual, * ensures that negative values stay negative. */ if (qual->location >= 0) { - var->data.location = (state->target == vertex_shader) + var->data.location = (state->target == MESA_SHADER_VERTEX) ? (qual->location + VERT_ATTRIB_GENERIC0) : (qual->location + FRAG_RESULT_DATA0); } else { @@ -2174,7 +2174,7 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual, if (qual->flags.q.constant || qual->flags.q.attribute || qual->flags.q.uniform - || (qual->flags.q.varying && (state->target == fragment_shader))) + || (qual->flags.q.varying && (state->target == MESA_SHADER_FRAGMENT))) var->data.read_only = 1; if (qual->flags.q.centroid) @@ -2183,7 +2183,7 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual, if (qual->flags.q.sample) var->data.sample = 1; - if (qual->flags.q.attribute && state->target != vertex_shader) { + if (qual->flags.q.attribute && state->target != MESA_SHADER_VERTEX) { var->type = glsl_type::error_type; _mesa_glsl_error(loc, state, "`attribute' variables may not be declared in the " @@ -2214,11 +2214,11 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual, else if (qual->flags.q.in) var->data.mode = is_parameter ? ir_var_function_in : ir_var_shader_in; else if (qual->flags.q.attribute - || (qual->flags.q.varying && (state->target == fragment_shader))) + || (qual->flags.q.varying && (state->target == MESA_SHADER_FRAGMENT))) var->data.mode = ir_var_shader_in; else if (qual->flags.q.out) var->data.mode = is_parameter ? ir_var_function_out : ir_var_shader_out; - else if (qual->flags.q.varying && (state->target == vertex_shader)) + else if (qual->flags.q.varying && (state->target == MESA_SHADER_VERTEX)) var->data.mode = ir_var_shader_out; else if (qual->flags.q.uniform) var->data.mode = ir_var_uniform; @@ -2273,16 +2273,16 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual, if (state->all_invariant && (state->current_function == NULL)) { switch (state->target) { - case vertex_shader: + case MESA_SHADER_VERTEX: if (var->data.mode == ir_var_shader_out) var->data.invariant = true; break; - case geometry_shader: + case MESA_SHADER_GEOMETRY: if ((var->data.mode == ir_var_shader_in) || (var->data.mode == ir_var_shader_out)) var->data.invariant = true; break; - case fragment_shader: + case MESA_SHADER_FRAGMENT: if (var->data.mode == ir_var_shader_in) var->data.invariant = true; break; @@ -2600,7 +2600,7 @@ process_initializer(ir_variable *var, ast_declaration *decl, _mesa_glsl_error(& initializer_loc, state, "cannot initialize %s shader input / %s", _mesa_glsl_shader_target_name(state->target), - (state->target == vertex_shader) + (state->target == MESA_SHADER_VERTEX) ? "attribute" : "varying"); } @@ -2844,12 +2844,12 @@ ast_declarator_list::hir(exec_list *instructions, _mesa_glsl_error(& loc, state, "undeclared variable `%s' cannot be marked " "invariant", decl->identifier); - } else if ((state->target == vertex_shader) + } else if ((state->target == MESA_SHADER_VERTEX) && (earlier->data.mode != ir_var_shader_out)) { _mesa_glsl_error(& loc, state, "`%s' cannot be marked invariant, vertex shader " "outputs only", decl->identifier); - } else if ((state->target == fragment_shader) + } else if ((state->target == MESA_SHADER_FRAGMENT) && (earlier->data.mode != ir_var_shader_in)) { _mesa_glsl_error(& loc, state, "`%s' cannot be marked invariant, fragment shader " @@ -3034,12 +3034,12 @@ ast_declarator_list::hir(exec_list *instructions, & loc, false); if (this->type->qualifier.flags.q.invariant) { - if ((state->target == vertex_shader) && + if ((state->target == MESA_SHADER_VERTEX) && var->data.mode != ir_var_shader_out) { _mesa_glsl_error(& loc, state, "`%s' cannot be marked invariant, vertex shader " "outputs only", var->name); - } else if ((state->target == fragment_shader) && + } else if ((state->target == MESA_SHADER_FRAGMENT) && var->data.mode != ir_var_shader_in) { /* FINISHME: Note that this doesn't work for invariant on * a function signature inval @@ -3080,7 +3080,7 @@ ast_declarator_list::hir(exec_list *instructions, } else if (var->data.mode == ir_var_shader_in) { var->data.read_only = true; - if (state->target == vertex_shader) { + if (state->target == MESA_SHADER_VERTEX) { bool error_emitted = false; /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec: @@ -3135,7 +3135,7 @@ ast_declarator_list::hir(exec_list *instructions, "cannot have array type")) { error_emitted = true; } - } else if (state->target == geometry_shader) { + } else if (state->target == MESA_SHADER_GEOMETRY) { /* From section 4.3.4 (Inputs) of the GLSL 1.50 spec: * * Geometry shader input variables get the per-vertex values @@ -3185,10 +3185,10 @@ ast_declarator_list::hir(exec_list *instructions, if (state->is_version(130, 300) && var->type->contains_integer() && var->data.interpolation != INTERP_QUALIFIER_FLAT && - ((state->target == fragment_shader && var->data.mode == ir_var_shader_in) - || (state->target == vertex_shader && var->data.mode == ir_var_shader_out + ((state->target == MESA_SHADER_FRAGMENT && var->data.mode == ir_var_shader_in) + || (state->target == MESA_SHADER_VERTEX && var->data.mode == ir_var_shader_out && state->es_shader))) { - const char *var_type = (state->target == vertex_shader) ? + const char *var_type = (state->target == MESA_SHADER_VERTEX) ? "vertex output" : "fragment input"; _mesa_glsl_error(&loc, state, "if a %s is (or contains) " "an integer, then it must be qualified with 'flat'", @@ -3245,14 +3245,14 @@ ast_declarator_list::hir(exec_list *instructions, assert(i != NULL); switch (state->target) { - case vertex_shader: + case MESA_SHADER_VERTEX: if (this->type->qualifier.flags.q.in) { _mesa_glsl_error(&loc, state, "qualifier '%s' cannot be applied to vertex " "shader inputs", i); } break; - case fragment_shader: + case MESA_SHADER_FRAGMENT: if (this->type->qualifier.flags.q.out) { _mesa_glsl_error(&loc, state, "qualifier '%s' cannot be applied to fragment " @@ -3275,13 +3275,13 @@ ast_declarator_list::hir(exec_list *instructions, if (state->is_version(130, 300) && this->type->qualifier.flags.q.centroid && this->type->qualifier.flags.q.in - && state->target == vertex_shader) { + && state->target == MESA_SHADER_VERTEX) { _mesa_glsl_error(&loc, state, "'centroid in' cannot be used in a vertex shader"); } - if (state->target == vertex_shader + if (state->target == MESA_SHADER_VERTEX && this->type->qualifier.flags.q.sample && this->type->qualifier.flags.q.in) { @@ -3296,7 +3296,7 @@ ast_declarator_list::hir(exec_list *instructions, * "It is an error to use auxiliary storage qualifiers or interpolation * qualifiers on an output in a fragment shader." */ - if (state->target == fragment_shader && + if (state->target == MESA_SHADER_FRAGMENT && this->type->qualifier.flags.q.out && this->type->qualifier.has_auxiliary_storage()) { _mesa_glsl_error(&loc, state, @@ -3954,7 +3954,7 @@ ast_jump_statement::hir(exec_list *instructions, } case ast_discard: - if (state->target != fragment_shader) { + if (state->target != MESA_SHADER_FRAGMENT) { YYLTYPE loc = this->get_location(); _mesa_glsl_error(& loc, state, @@ -4492,7 +4492,7 @@ ast_type_specifier::hir(exec_list *instructions, if (type->base_type == GLSL_TYPE_FLOAT && state->es_shader - && state->target == fragment_shader) { + && state->target == MESA_SHADER_FRAGMENT) { /* Section 4.5.3 (Default Precision Qualifiers) of the GLSL ES 1.00 * spec says: * @@ -4995,7 +4995,7 @@ ast_interface_block::hir(exec_list *instructions, * variable (or input block, see interface blocks below) needs to be * declared as an array. */ - if (state->target == geometry_shader && !this->is_array && + if (state->target == MESA_SHADER_GEOMETRY && !this->is_array && var_mode == ir_var_shader_in) { _mesa_glsl_error(&loc, state, "geometry shader inputs must be arrays"); } @@ -5050,7 +5050,7 @@ ast_interface_block::hir(exec_list *instructions, * geometry shader input. */ if (this->array_size == NULL && - (state->target != geometry_shader || !this->layout.flags.q.in)) { + (state->target != MESA_SHADER_GEOMETRY || !this->layout.flags.q.in)) { _mesa_glsl_error(&loc, state, "only geometry shader inputs may be unsized " "instance block arrays"); @@ -5069,7 +5069,7 @@ ast_interface_block::hir(exec_list *instructions, var_mode); } - if (state->target == geometry_shader && var_mode == ir_var_shader_in) + if (state->target == MESA_SHADER_GEOMETRY && var_mode == ir_var_shader_in) handle_geometry_shader_input_decl(state, loc, var); if (ir_variable *earlier = @@ -5265,7 +5265,7 @@ detect_conflicting_assignments(struct _mesa_glsl_parse_state *state, else if (strcmp(var->name, "gl_FragData") == 0) gl_FragData_assigned = true; else if (strncmp(var->name, "gl_", 3) != 0) { - if (state->target == fragment_shader && + if (state->target == MESA_SHADER_FRAGMENT && var->data.mode == ir_var_shader_out) { user_defined_fs_output_assigned = true; user_defined_fs_output = var; diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp index 6af587add53..840a6c9a27c 100644 --- a/src/glsl/builtin_functions.cpp +++ b/src/glsl/builtin_functions.cpp @@ -77,7 +77,7 @@ always_available(const _mesa_glsl_parse_state *state) static bool compatibility_vs_only(const _mesa_glsl_parse_state *state) { - return state->target == vertex_shader && + return state->target == MESA_SHADER_VERTEX && state->language_version <= 130 && !state->es_shader; } @@ -85,13 +85,13 @@ compatibility_vs_only(const _mesa_glsl_parse_state *state) static bool fs_only(const _mesa_glsl_parse_state *state) { - return state->target == fragment_shader; + return state->target == MESA_SHADER_FRAGMENT; } static bool gs_only(const _mesa_glsl_parse_state *state) { - return state->target == geometry_shader; + return state->target == MESA_SHADER_GEOMETRY; } static bool @@ -103,7 +103,7 @@ v110(const _mesa_glsl_parse_state *state) static bool v110_fs_only(const _mesa_glsl_parse_state *state) { - return !state->es_shader && state->target == fragment_shader; + return !state->es_shader && state->target == MESA_SHADER_FRAGMENT; } static bool @@ -122,7 +122,7 @@ static bool v130_fs_only(const _mesa_glsl_parse_state *state) { return state->is_version(130, 300) && - state->target == fragment_shader; + state->target == MESA_SHADER_FRAGMENT; } static bool @@ -155,7 +155,7 @@ lod_exists_in_stage(const _mesa_glsl_parse_state *state) * Since ARB_shader_texture_lod can only be enabled on desktop GLSL, we * don't need to explicitly check state->es_shader. */ - return state->target == vertex_shader || + return state->target == MESA_SHADER_VERTEX || state->is_version(130, 300) || state->ARB_shader_texture_lod_enable; } @@ -223,7 +223,7 @@ texture_array_lod(const _mesa_glsl_parse_state *state) static bool fs_texture_array(const _mesa_glsl_parse_state *state) { - return state->target == fragment_shader && + return state->target == MESA_SHADER_FRAGMENT && state->EXT_texture_array_enable; } @@ -243,7 +243,7 @@ texture_multisample(const _mesa_glsl_parse_state *state) static bool fs_texture_cube_map_array(const _mesa_glsl_parse_state *state) { - return state->target == fragment_shader && + return state->target == MESA_SHADER_FRAGMENT && (state->is_version(400, 0) || state->ARB_texture_cube_map_array_enable); } @@ -265,7 +265,7 @@ texture_query_levels(const _mesa_glsl_parse_state *state) static bool texture_query_lod(const _mesa_glsl_parse_state *state) { - return state->target == fragment_shader && + return state->target == MESA_SHADER_FRAGMENT && state->ARB_texture_query_lod_enable; } @@ -292,7 +292,7 @@ texture_gather_only(const _mesa_glsl_parse_state *state) static bool fs_oes_derivatives(const _mesa_glsl_parse_state *state) { - return state->target == fragment_shader && + return state->target == MESA_SHADER_FRAGMENT && (state->is_version(110, 300) || state->OES_standard_derivatives_enable); } @@ -318,7 +318,7 @@ tex3d(const _mesa_glsl_parse_state *state) static bool fs_tex3d(const _mesa_glsl_parse_state *state) { - return state->target == fragment_shader && + return state->target == MESA_SHADER_FRAGMENT && (!state->es_shader || state->OES_texture_3D_enable); } diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp index 0a3f129f8d5..ff9acb8d0d0 100644 --- a/src/glsl/builtin_variables.cpp +++ b/src/glsl/builtin_variables.cpp @@ -877,13 +877,13 @@ builtin_variable_generator::add_varying(int slot, const glsl_type *type, const char *name_as_gs_input) { switch (state->target) { - case geometry_shader: + case MESA_SHADER_GEOMETRY: this->per_vertex_in.add_field(slot, type, name); /* FALLTHROUGH */ - case vertex_shader: + case MESA_SHADER_VERTEX: this->per_vertex_out.add_field(slot, type, name); break; - case fragment_shader: + case MESA_SHADER_FRAGMENT: add_input(slot, type, name); break; } @@ -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 != fragment_shader) { + if (state->target != 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 == fragment_shader) { + if (state->target == 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 == geometry_shader) { + if (state->target == 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 == vertex_shader || state->target == geometry_shader) { + if (state->target == MESA_SHADER_VERTEX || state->target == 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; @@ -964,13 +964,13 @@ _mesa_glsl_initialize_variables(exec_list *instructions, gen.generate_varyings(); switch (state->target) { - case vertex_shader: + case MESA_SHADER_VERTEX: gen.generate_vs_special_vars(); break; - case geometry_shader: + case MESA_SHADER_GEOMETRY: gen.generate_gs_special_vars(); break; - case fragment_shader: + case MESA_SHADER_FRAGMENT: gen.generate_fs_special_vars(); break; } diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy index 10165547924..39767609d20 100644 --- a/src/glsl/glsl_parser.yy +++ b/src/glsl/glsl_parser.yy @@ -2219,11 +2219,11 @@ basic_interface_block: * "It is illegal to have an input block in a vertex shader * or an output block in a fragment shader" */ - if ((state->target == vertex_shader) && $1.flags.q.in) { + if ((state->target == MESA_SHADER_VERTEX) && $1.flags.q.in) { _mesa_glsl_error(& @1, state, "`in' interface block is not allowed for " "a vertex shader"); - } else if ((state->target == fragment_shader) && $1.flags.q.out) { + } else if ((state->target == MESA_SHADER_FRAGMENT) && $1.flags.q.out) { _mesa_glsl_error(& @1, state, "`out' interface block is not allowed for " "a fragment shader"); @@ -2377,7 +2377,7 @@ layout_defaults: { void *ctx = state; $$ = NULL; - if (state->target != geometry_shader) { + if (state->target != MESA_SHADER_GEOMETRY) { _mesa_glsl_error(& @1, state, "input layout qualifiers only valid in " "geometry shaders"); @@ -2405,7 +2405,7 @@ layout_defaults: | layout_qualifier OUT_TOK ';' { - if (state->target != geometry_shader) { + if (state->target != MESA_SHADER_GEOMETRY) { _mesa_glsl_error(& @1, state, "out layout qualifiers only valid in " "geometry shaders"); diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp index 2645c08af90..5f19368d856 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 = vertex_shader; break; - case GL_FRAGMENT_SHADER: this->target = fragment_shader; break; - case GL_GEOMETRY_SHADER: this->target = geometry_shader; break; + 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; } this->scanner = NULL; @@ -367,12 +367,12 @@ _mesa_glsl_shader_target_name(GLenum type) * our internal enum into short stage names. */ const char * -_mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target) +_mesa_glsl_shader_target_name(gl_shader_type target) { switch (target) { - case vertex_shader: return "vertex"; - case fragment_shader: return "fragment"; - case geometry_shader: return "geometry"; + case MESA_SHADER_VERTEX: return "vertex"; + case MESA_SHADER_FRAGMENT: return "fragment"; + case MESA_SHADER_GEOMETRY: return "geometry"; } assert(!"Should not get here."); diff --git a/src/glsl/glsl_parser_extras.h b/src/glsl/glsl_parser_extras.h index c1f5ff58979..622ddbac726 100644 --- a/src/glsl/glsl_parser_extras.h +++ b/src/glsl/glsl_parser_extras.h @@ -34,12 +34,6 @@ #include <stdlib.h> #include "glsl_symbol_table.h" -enum _mesa_glsl_parser_targets { - vertex_shader, - geometry_shader, - fragment_shader -}; - struct gl_context; struct glsl_switch_state { @@ -171,7 +165,7 @@ struct _mesa_glsl_parse_state { bool es_shader; unsigned language_version; - enum _mesa_glsl_parser_targets target; + gl_shader_type target; /** * Number of nested struct_specifier levels @@ -431,7 +425,7 @@ extern bool _mesa_glsl_process_extension(const char *name, YYLTYPE *name_locp, * Get the textual name of the specified shader target */ extern const char * -_mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target); +_mesa_glsl_shader_target_name(gl_shader_type target); #endif /* __cplusplus */ |