Kenneth Graunke <kenn...@whitecape.org> writes:

> On 06/17/2013 04:10 PM, Eric Anholt wrote:
>> We were duplicating this code all over the place, and they all would need
>> updating for the next set of shader targets.
>> ---
>>   src/glsl/glsl_parser_extras.cpp            | 35 
>> ++++++++++++++++++++++++++++++
>>   src/glsl/glsl_parser_extras.h              |  3 +++
>>   src/glsl/link_varyings.cpp                 | 15 ++++++++-----
>>   src/glsl/linker.cpp                        |  4 ++--
>>   src/mesa/drivers/dri/i965/brw_shader.cpp   |  9 ++++----
>>   src/mesa/main/shaderapi.c                  | 17 ++-------------
>>   src/mesa/main/uniform_query.cpp            |  9 ++------
>>   src/mesa/program/ir_to_mesa.cpp            |  5 +----
>>   src/mesa/state_tracker/st_glsl_to_tgsi.cpp |  7 ++----
>>   9 files changed, 61 insertions(+), 43 deletions(-)
>>
>> diff --git a/src/glsl/glsl_parser_extras.cpp 
>> b/src/glsl/glsl_parser_extras.cpp
>> index 9862714..7b827ba 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)
>>   {
>
> I'm kind of wary of having an overloaded function where the 
> distinguisher is GLenum (int) vs. enum (basically int).  I think the C 
> vs. C++ enum rules save us here, but still not something I'm crazy about.
>
> Still, this is a really nice cleanup.  I'm glad to see this centralized, 
> as well as the vertex/fragment hardcoding going away.

Yeah, I wasn't really happy with it either, but I was having a hell of a
time coming up with names to distinguish the two that weren't
ridiculously verbose.

I'd much rather see us consistently use either the enum or the GLenum
throughout mesa.  The GL_VERTEX_PROGRAM vs GL_VERTEX_SHADER is the
worst, though.

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