mesa: Use gl_shader::Stage instead of gl_shader::Type where possible.
This reduces confusion since gl_shader::Type is sometimes
GL_SHADER_PROGRAM_MESA but is more frequently
GL_SHADER_{VERTEX,GEOMETRY,FRAGMENT}. It also has the advantage that
when switching on gl_shader::Stage, the compiler will alert if one of
the possible enum types is unhandled. Finally, many functions in
src/glsl (especially those dealing with linking) already use
gl_shader_stage to represent pipeline stages; using gl_shader::Stage
in those functions avoids the need for a conversion.
Note: in the process I changed _mesa_write_shader_to_file() so that if
it encounters an unexpected shader stage, it will use a file suffix of
"????" rather than "geom".
Reviewed-by: Brian Paul <brianp@vmware.com>
v2: Split from patch "mesa: Store gl_shader_stage enum in gl_shader objects."
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
+8
-8
@@ -438,7 +438,7 @@ analyze_clip_usage(struct gl_shader_program *prog,
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if (clip_vertex.variable_found() && clip_distance.variable_found()) {
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linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
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"and `gl_ClipDistance'\n",
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_mesa_progshader_enum_to_string(shader->Type));
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_mesa_shader_stage_to_string(shader->Stage));
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return;
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}
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*UsesClipDistance = clip_distance.variable_found();
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@@ -1209,7 +1209,7 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
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/* No in/out qualifiers defined for anything but GLSL 1.50+
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* geometry shaders so far.
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*/
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if (linked_shader->Type != GL_GEOMETRY_SHADER || prog->Version < 150)
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if (linked_shader->Stage != MESA_SHADER_GEOMETRY || prog->Version < 150)
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return;
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/* From the GLSL 1.50 spec, page 46:
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@@ -1376,7 +1376,7 @@ link_intrastage_shaders(void *mem_ctx,
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if (main == NULL) {
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linker_error(prog, "%s shader lacks `main'\n",
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_mesa_progshader_enum_to_string(shader_list[0]->Type));
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_mesa_shader_stage_to_string(shader_list[0]->Stage));
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return NULL;
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}
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@@ -1450,7 +1450,7 @@ link_intrastage_shaders(void *mem_ctx,
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validate_ir_tree(linked->ir);
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/* Set the size of geometry shader input arrays */
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if (linked->Type == GL_GEOMETRY_SHADER) {
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if (linked->Stage == MESA_SHADER_GEOMETRY) {
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unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
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geom_array_resize_visitor input_resize_visitor(num_vertices, prog);
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foreach_iter(exec_list_iterator, iter, *linked->ir) {
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@@ -2049,16 +2049,16 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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goto done;
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}
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switch (prog->Shaders[i]->Type) {
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case GL_VERTEX_SHADER:
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switch (prog->Shaders[i]->Stage) {
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case MESA_SHADER_VERTEX:
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vert_shader_list[num_vert_shaders] = prog->Shaders[i];
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num_vert_shaders++;
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break;
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case GL_FRAGMENT_SHADER:
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case MESA_SHADER_FRAGMENT:
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frag_shader_list[num_frag_shaders] = prog->Shaders[i];
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num_frag_shaders++;
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break;
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case GL_GEOMETRY_SHADER:
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case MESA_SHADER_GEOMETRY:
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geom_shader_list[num_geom_shaders] = prog->Shaders[i];
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num_geom_shaders++;
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break;
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