----- Original Message -----
> Safer in case the PIPE_SHADER_x tokens get renumbered (as Marek
> wanted to do).

Renumbering PIPE_SHADER_x seems a pure time waster -- there is much more code 
that expects the current order -- and I see no benefit. 

This patch looks good nevertheles.
> ---
>  src/gallium/drivers/svga/svga_state_constants.c |   15 ++++++++++-----
>  1 file changed, 10 insertions(+), 5 deletions(-)
> 
> diff --git a/src/gallium/drivers/svga/svga_state_constants.c
> b/src/gallium/drivers/svga/svga_state_constants.c
> index 77c9349..1c0edb4 100644
> --- a/src/gallium/drivers/svga/svga_state_constants.c
> +++ b/src/gallium/drivers/svga/svga_state_constants.c
> @@ -46,13 +46,18 @@
>  /**
>   * Convert from PIPE_SHADER_* to SVGA3D_SHADERTYPE_*
>   */
> -static int
> +static unsigned
>  svga_shader_type(unsigned shader)
>  {
> -   assert(PIPE_SHADER_VERTEX + 1 == SVGA3D_SHADERTYPE_VS);
> -   assert(PIPE_SHADER_FRAGMENT + 1 == SVGA3D_SHADERTYPE_PS);
> -   assert(shader <= PIPE_SHADER_FRAGMENT);
> -   return shader + 1;
> +   switch (shader) {
> +   case PIPE_SHADER_VERTEX:
> +      return SVGA3D_SHADERTYPE_VS;
> +   case PIPE_SHADER_FRAGMENT:
> +      return SVGA3D_SHADERTYPE_PS;
> +   default:
> +      assert(!"Unexpected shader type");
> +      return SVGA3D_SHADERTYPE_VS;
> +   }
>  }
>  
>  
> --
> 1.7.10.4
> 
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> 
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