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Diffstat (limited to 'src/glsl/ast_to_hir.cpp')
-rw-r--r--src/glsl/ast_to_hir.cpp76
1 files changed, 38 insertions, 38 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index 91810f985bf..3e79f1a8ed5 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 == MESA_SHADER_FRAGMENT
+ && state->stage == MESA_SHADER_FRAGMENT
&& this->qualifier.precision == ast_precision_none
&& state->symbols->get_variable("#default precision") == NULL) {
YYLTYPE loc = this->get_location();
@@ -1882,7 +1882,7 @@ ast_fully_specified_type::glsl_type(const char **name,
* this function will produce undefined results.
*/
static bool
-is_varying_var(ir_variable *var, gl_shader_type target)
+is_varying_var(ir_variable *var, gl_shader_stage target)
{
switch (target) {
case MESA_SHADER_VERTEX:
@@ -1984,7 +1984,7 @@ validate_binding_qualifier(struct _mesa_glsl_parse_state *state,
* through binding + N - 1 must be within this range."
*/
unsigned limit = 0;
- switch (state->target) {
+ switch (state->stage) {
case MESA_SHADER_VERTEX:
limit = ctx->Const.VertexProgram.MaxTextureImageUnits;
break;
@@ -2049,8 +2049,8 @@ interpret_interpolation_qualifier(const struct ast_type_qualifier *qual,
}
- if ((state->target == MESA_SHADER_VERTEX && mode == ir_var_shader_in) ||
- (state->target == MESA_SHADER_FRAGMENT && mode == ir_var_shader_out)) {
+ if ((state->stage == MESA_SHADER_VERTEX && mode == ir_var_shader_in) ||
+ (state->stage == 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",
@@ -2076,7 +2076,7 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
* In the fragment shader only shader outputs can be given explicit
* locations.
*/
- switch (state->target) {
+ switch (state->stage) {
case MESA_SHADER_VERTEX:
if (var->data.mode == ir_var_shader_in) {
if (!state->check_explicit_attrib_location_allowed(loc, var))
@@ -2110,7 +2110,7 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
_mesa_glsl_error(loc, state,
"%s cannot be given an explicit location in %s shader",
mode_string(var),
- _mesa_shader_type_to_string(state->target));
+ _mesa_shader_stage_to_string(state->stage));
} else {
var->data.explicit_location = true;
@@ -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 == MESA_SHADER_VERTEX)
+ var->data.location = (state->stage == 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 == MESA_SHADER_FRAGMENT)))
+ || (qual->flags.q.varying && (state->stage == MESA_SHADER_FRAGMENT)))
var->data.read_only = 1;
if (qual->flags.q.centroid)
@@ -2183,12 +2183,12 @@ 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 != MESA_SHADER_VERTEX) {
+ if (qual->flags.q.attribute && state->stage != MESA_SHADER_VERTEX) {
var->type = glsl_type::error_type;
_mesa_glsl_error(loc, state,
"`attribute' variables may not be declared in the "
"%s shader",
- _mesa_shader_type_to_string(state->target));
+ _mesa_shader_stage_to_string(state->stage));
}
/* Section 6.1.1 (Function Calling Conventions) of the GLSL 1.10 spec says:
@@ -2214,16 +2214,16 @@ 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 == MESA_SHADER_FRAGMENT)))
+ || (qual->flags.q.varying && (state->stage == 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 == MESA_SHADER_VERTEX))
+ else if (qual->flags.q.varying && (state->stage == MESA_SHADER_VERTEX))
var->data.mode = ir_var_shader_out;
else if (qual->flags.q.uniform)
var->data.mode = ir_var_uniform;
- if (!is_parameter && is_varying_var(var, state->target)) {
+ if (!is_parameter && is_varying_var(var, state->stage)) {
/* This variable is being used to link data between shader stages (in
* pre-glsl-1.30 parlance, it's a "varying"). Check that it has a type
* that is allowed for such purposes.
@@ -2272,7 +2272,7 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
}
if (state->all_invariant && (state->current_function == NULL)) {
- switch (state->target) {
+ switch (state->stage) {
case MESA_SHADER_VERTEX:
if (var->data.mode == ir_var_shader_out)
var->data.invariant = true;
@@ -2599,8 +2599,8 @@ process_initializer(ir_variable *var, ast_declaration *decl,
if ((var->data.mode == ir_var_shader_in) && (state->current_function == NULL)) {
_mesa_glsl_error(& initializer_loc, state,
"cannot initialize %s shader input / %s",
- _mesa_shader_type_to_string(state->target),
- (state->target == MESA_SHADER_VERTEX)
+ _mesa_shader_stage_to_string(state->stage),
+ (state->stage == 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 == MESA_SHADER_VERTEX)
+ } else if ((state->stage == 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 == MESA_SHADER_FRAGMENT)
+ } else if ((state->stage == 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 == MESA_SHADER_VERTEX) &&
+ if ((state->stage == 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 == MESA_SHADER_FRAGMENT) &&
+ } else if ((state->stage == 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 == MESA_SHADER_VERTEX) {
+ if (state->stage == 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 == MESA_SHADER_GEOMETRY) {
+ } else if (state->stage == 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 == MESA_SHADER_FRAGMENT && var->data.mode == ir_var_shader_in)
- || (state->target == MESA_SHADER_VERTEX && var->data.mode == ir_var_shader_out
+ ((state->stage == MESA_SHADER_FRAGMENT && var->data.mode == ir_var_shader_in)
+ || (state->stage == MESA_SHADER_VERTEX && var->data.mode == ir_var_shader_out
&& state->es_shader))) {
- const char *var_type = (state->target == MESA_SHADER_VERTEX) ?
+ const char *var_type = (state->stage == 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'",
@@ -3244,7 +3244,7 @@ ast_declarator_list::hir(exec_list *instructions,
const char *i = this->type->qualifier.interpolation_string();
assert(i != NULL);
- switch (state->target) {
+ switch (state->stage) {
case MESA_SHADER_VERTEX:
if (this->type->qualifier.flags.q.in) {
_mesa_glsl_error(&loc, state,
@@ -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 == MESA_SHADER_VERTEX) {
+ && state->stage == MESA_SHADER_VERTEX) {
_mesa_glsl_error(&loc, state,
"'centroid in' cannot be used in a vertex shader");
}
- if (state->target == MESA_SHADER_VERTEX
+ if (state->stage == 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 == MESA_SHADER_FRAGMENT &&
+ if (state->stage == 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 != MESA_SHADER_FRAGMENT) {
+ if (state->stage != 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 == MESA_SHADER_FRAGMENT) {
+ && state->stage == MESA_SHADER_FRAGMENT) {
/* Section 4.5.3 (Default Precision Qualifiers) of the GLSL ES 1.00
* spec says:
*
@@ -4890,7 +4890,7 @@ ast_interface_block::hir(exec_list *instructions,
_mesa_glsl_error(&loc, state,
"redeclaration of gl_PerVertex input not allowed "
"in the %s shader",
- _mesa_shader_type_to_string(state->target));
+ _mesa_shader_stage_to_string(state->stage));
}
if (this->instance_name == NULL ||
strcmp(this->instance_name, "gl_in") != 0 || !this->is_array) {
@@ -4907,7 +4907,7 @@ ast_interface_block::hir(exec_list *instructions,
_mesa_glsl_error(&loc, state,
"redeclaration of gl_PerVertex output not "
"allowed in the %s shader",
- _mesa_shader_type_to_string(state->target));
+ _mesa_shader_stage_to_string(state->stage));
}
if (this->instance_name != NULL) {
_mesa_glsl_error(&loc, state,
@@ -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 == MESA_SHADER_GEOMETRY && !this->is_array &&
+ if (state->stage == 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 != MESA_SHADER_GEOMETRY || !this->layout.flags.q.in)) {
+ (state->stage != 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 == MESA_SHADER_GEOMETRY && var_mode == ir_var_shader_in)
+ if (state->stage == 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 == MESA_SHADER_FRAGMENT &&
+ if (state->stage == MESA_SHADER_FRAGMENT &&
var->data.mode == ir_var_shader_out) {
user_defined_fs_output_assigned = true;
user_defined_fs_output = var;