glsl: Create a _mesa_shader_stage_to_abbrev() function.
This is similar to _mesa_shader_stage_to_string(), but returns "VS" instead of "vertex". v2: Use unreachable() and add MESA_SHADER_COMPUTE (requested by Ian). Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kristian Høgsberg <krh@bitplanet.net> Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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@@ -376,6 +376,23 @@ _mesa_shader_stage_to_string(unsigned stage)
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return "unknown";
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}
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/**
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* Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
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* for debug printouts and error messages.
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*/
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const char *
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_mesa_shader_stage_to_abbrev(unsigned stage)
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{
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switch (stage) {
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case MESA_SHADER_VERTEX: return "VS";
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case MESA_SHADER_FRAGMENT: return "FS";
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case MESA_SHADER_GEOMETRY: return "GS";
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case MESA_SHADER_COMPUTE: return "CS";
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}
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unreachable("Unknown shader stage.");
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}
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/* This helper function will append the given message to the shader's
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info log and report it via GL_ARB_debug_output. Per that extension,
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'type' is one of the enum values classifying the message, and
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@@ -583,6 +583,9 @@ extern "C" {
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extern const char *
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_mesa_shader_stage_to_string(unsigned stage);
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extern const char *
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_mesa_shader_stage_to_abbrev(unsigned stage);
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extern int glcpp_preprocess(void *ctx, const char **shader, char **info_log,
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const struct gl_extensions *extensions, struct gl_context *gl_ctx);
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