On 06/18/2013 12:12 PM, Eric Anholt wrote:
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.

Yeah, I agree - it's not obvious which are the MESA_SHADER_VERTEX enums and which are the GL_VERTEX_SHADER enums. I do like how you handle both GL enums in this function.

I think this is sensible and we can tidy up the enums in the future.
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