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/
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(-)
On 12/17/2013 12:28 PM, Paul Berry wrote:
On 17 December 2013 10:51, Brian Paul mailto:bri...@vmware.com>> wrote:
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(__).
-
On 17 December 2013 10:51, Brian Paul wrote:
> 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
On 12/17/2013 11:50 AM, Brian Paul wrote:
> On 12/17/2013 12:28 PM, Paul Berry wrote:
[snip]
>> How about this idea instead: rather than use function overloading to
>> distinguish between the two meanings of _mesa_glsl_shader_target_name(),
>> have two functions with separate names, e.g.:
>>
>> con