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-rw-r--r--src/glsl/glsl_parser_extras.cpp35
1 files changed, 35 insertions, 0 deletions
diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp
index 98627145a5b..7b827bad6f1 100644
--- a/src/glsl/glsl_parser_extras.cpp
+++ b/src/glsl/glsl_parser_extras.cpp
@@ -302,6 +302,41 @@ _mesa_glsl_parse_state::process_version_directive(YYLTYPE *locp, int version,
}
}
+extern "C" {
+
+/**
+ * The most common use of _mesa_glsl_shader_target_name(), which is
+ * shared with C code in Mesa core to translate a GLenum to a short
+ * shader stage name in debug printouts.
+ *
+ * It recognizes the PROGRAM variants of the names so it can be used
+ * with a struct gl_program->Target, not just a struct
+ * gl_shader->Type.
+ */
+const char *
+_mesa_glsl_shader_target_name(GLenum type)
+{
+ switch (type) {
+ case GL_VERTEX_SHADER:
+ case GL_VERTEX_PROGRAM_ARB:
+ return "vertex";
+ case GL_FRAGMENT_SHADER:
+ case GL_FRAGMENT_PROGRAM_ARB:
+ return "fragment";
+ case GL_GEOMETRY_SHADER:
+ return "geometry";
+ default:
+ assert(!"Should not get here.");
+ return "unknown";
+ }
+}
+
+} /* extern "C" */
+
+/**
+ * Overloaded C++ variant usable within the compiler for translating
+ * our internal enum into short stage names.
+ */
const char *
_mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target)
{