mesa: Improve static error checking of arrays sized by MESA_SHADER_TYPES.

This patch replaces the following pattern:

    foo bar[MESA_SHADER_TYPES] = {
       ...
    };

With:

    foo bar[] = {
       ...
    };
    STATIC_ASSERT(Elements(bar) == MESA_SHADER_TYPES);

This way, when a new shader type is added in a future version of Mesa,
we will get a compile error to remind us that the array needs to be
updated.

Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Paul Berry
2013-12-17 09:54:38 -08:00
parent b30e25f297
commit 99e822fa18
3 changed files with 16 additions and 8 deletions
+4 -3
View File
@@ -214,17 +214,18 @@ void
link_check_atomic_counter_resources(struct gl_context *ctx,
struct gl_shader_program *prog)
{
STATIC_ASSERT(MESA_SHADER_TYPES == 3);
const unsigned max_atomic_counters[MESA_SHADER_TYPES] = {
const unsigned max_atomic_counters[] = {
ctx->Const.VertexProgram.MaxAtomicCounters,
ctx->Const.GeometryProgram.MaxAtomicCounters,
ctx->Const.FragmentProgram.MaxAtomicCounters
};
const unsigned max_atomic_buffers[MESA_SHADER_TYPES] = {
STATIC_ASSERT(Elements(max_atomic_counters) == MESA_SHADER_TYPES);
const unsigned max_atomic_buffers[] = {
ctx->Const.VertexProgram.MaxAtomicBuffers,
ctx->Const.GeometryProgram.MaxAtomicBuffers,
ctx->Const.FragmentProgram.MaxAtomicBuffers
};
STATIC_ASSERT(Elements(max_atomic_buffers) == MESA_SHADER_TYPES);
unsigned num_buffers;
active_atomic_buffer *const abs =
find_active_atomic_counters(ctx, prog, &num_buffers);
+10 -4
View File
@@ -1894,29 +1894,35 @@ store_fragdepth_layout(struct gl_shader_program *prog)
static void
check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
{
const unsigned max_samplers[MESA_SHADER_TYPES] = {
const unsigned max_samplers[] = {
ctx->Const.VertexProgram.MaxTextureImageUnits,
ctx->Const.GeometryProgram.MaxTextureImageUnits,
ctx->Const.FragmentProgram.MaxTextureImageUnits
};
STATIC_ASSERT(Elements(max_samplers) == MESA_SHADER_TYPES);
const unsigned max_default_uniform_components[MESA_SHADER_TYPES] = {
const unsigned max_default_uniform_components[] = {
ctx->Const.VertexProgram.MaxUniformComponents,
ctx->Const.GeometryProgram.MaxUniformComponents,
ctx->Const.FragmentProgram.MaxUniformComponents
};
STATIC_ASSERT(Elements(max_default_uniform_components) ==
MESA_SHADER_TYPES);
const unsigned max_combined_uniform_components[MESA_SHADER_TYPES] = {
const unsigned max_combined_uniform_components[] = {
ctx->Const.VertexProgram.MaxCombinedUniformComponents,
ctx->Const.GeometryProgram.MaxCombinedUniformComponents,
ctx->Const.FragmentProgram.MaxCombinedUniformComponents
};
STATIC_ASSERT(Elements(max_combined_uniform_components) ==
MESA_SHADER_TYPES);
const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
const unsigned max_uniform_blocks[] = {
ctx->Const.VertexProgram.MaxUniformBlocks,
ctx->Const.GeometryProgram.MaxUniformBlocks,
ctx->Const.FragmentProgram.MaxUniformBlocks
};
STATIC_ASSERT(Elements(max_uniform_blocks) == MESA_SHADER_TYPES);
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
struct gl_shader *sh = prog->_LinkedShaders[i];
+2 -1
View File
@@ -210,11 +210,12 @@ _mesa_program_target_to_index(GLenum v)
static inline GLenum
_mesa_program_index_to_target(GLuint i)
{
static const GLenum enums[MESA_SHADER_TYPES] = {
static const GLenum enums[] = {
GL_VERTEX_PROGRAM_ARB,
GL_GEOMETRY_PROGRAM_NV,
GL_FRAGMENT_PROGRAM_ARB
};
STATIC_ASSERT(Elements(enums) == MESA_SHADER_TYPES);
if(i >= MESA_SHADER_TYPES)
return 0;
else