On 12/17/2013 11:23 AM, Paul Berry wrote:
We already have a function for converting a shader type index to a
string: _mesa_glsl_shader_target_name().
---
  src/glsl/link_atomics.cpp |  8 +++-----
  src/glsl/linker.cpp       | 16 ++++++----------
  2 files changed, 9 insertions(+), 15 deletions(-)

diff --git a/src/glsl/link_atomics.cpp b/src/glsl/link_atomics.cpp
index 33903ad..cac5615 100644
--- a/src/glsl/link_atomics.cpp
+++ b/src/glsl/link_atomics.cpp
@@ -21,6 +21,7 @@
   * DEALINGS IN THE SOFTWARE.
   */

+#include "glsl_parser_extras.h"
  #include "ir.h"
  #include "ir_uniform.h"
  #include "linker.h"
@@ -214,9 +215,6 @@ link_check_atomic_counter_resources(struct gl_context *ctx,
                                      struct gl_shader_program *prog)
  {
     STATIC_ASSERT(MESA_SHADER_TYPES == 3);
-   static const char *shader_names[MESA_SHADER_TYPES] = {
-      "vertex", "geometry", "fragment"
-   };
     const unsigned max_atomic_counters[MESA_SHADER_TYPES] = {
        ctx->Const.VertexProgram.MaxAtomicCounters,
        ctx->Const.GeometryProgram.MaxAtomicCounters,
@@ -260,11 +258,11 @@ link_check_atomic_counter_resources(struct gl_context 
*ctx,
     for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
        if (atomic_counters[i] > max_atomic_counters[i])
           linker_error(prog, "Too many %s shader atomic counters",
-                      shader_names[i]);
+                      _mesa_glsl_shader_target_name((gl_shader_type) i));

        if (atomic_buffers[i] > max_atomic_buffers[i])
           linker_error(prog, "Too many %s shader atomic counter buffers",
-                      shader_names[i]);
+                      _mesa_glsl_shader_target_name((gl_shader_type) i));
     }

     if (total_atomic_counters > ctx->Const.MaxCombinedAtomicCounters)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index a6133ea..1406f13 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1893,10 +1893,6 @@ store_fragdepth_layout(struct gl_shader_program *prog)
  static void
  check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
  {
-   static const char *const shader_names[MESA_SHADER_TYPES] = {
-      "vertex", "geometry", "fragment"
-   };
-
     const unsigned max_samplers[MESA_SHADER_TYPES] = {
        ctx->Const.VertexProgram.MaxTextureImageUnits,
        ctx->Const.GeometryProgram.MaxTextureImageUnits,
@@ -1929,7 +1925,7 @@ check_resources(struct gl_context *ctx, struct 
gl_shader_program *prog)

        if (sh->num_samplers > max_samplers[i]) {
         linker_error(prog, "Too many %s shader texture samplers",
-                     shader_names[i]);
+                     _mesa_glsl_shader_target_name((gl_shader_type) i));
        }

        if (sh->num_uniform_components > max_default_uniform_components[i]) {
@@ -1938,11 +1934,11 @@ check_resources(struct gl_context *ctx, struct 
gl_shader_program *prog)
                             "components, but the driver will try to optimize "
                             "them out; this is non-portable out-of-spec "
                           "behavior\n",
-                           shader_names[i]);
+                           _mesa_glsl_shader_target_name((gl_shader_type) i));
           } else {
              linker_error(prog, "Too many %s shader default uniform block "
                         "components",
-                         shader_names[i]);
+                         _mesa_glsl_shader_target_name((gl_shader_type) i));
           }
        }

@@ -1952,10 +1948,10 @@ check_resources(struct gl_context *ctx, struct 
gl_shader_program *prog)
              linker_warning(prog, "Too many %s shader uniform components, "
                             "but the driver will try to optimize them out; "
                             "this is non-portable out-of-spec behavior\n",
-                           shader_names[i]);
+                           _mesa_glsl_shader_target_name((gl_shader_type) i));
           } else {
              linker_error(prog, "Too many %s shader uniform components",
-                         shader_names[i]);
+                         _mesa_glsl_shader_target_name((gl_shader_type) i));
           }
        }
     }
@@ -1979,7 +1975,7 @@ check_resources(struct gl_context *ctx, struct 
gl_shader_program *prog)
         for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
            if (blocks[i] > max_uniform_blocks[i]) {
               linker_error(prog, "Too many %s uniform blocks (%d/%d)",
-                           shader_names[i],
+                           _mesa_glsl_shader_target_name((gl_shader_type) i),
                            blocks[i],
                            max_uniform_blocks[i]);
               break;


Could the variable 'i' be declared as gl_shader_type to avoid all the casting?

-Brian

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