The renumbering only makes sense for the GLSL linker and the only
reason for doing that in gallium too is that PIPE_SHADER_x must be
equal to MESA_SHADER_x.
Marek
On Fri, Jun 28, 2013 at 4:32 PM, Jose Fonseca jfons...@vmware.com wrote:
- 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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