diff options
author | Paul Berry <stereotype441@gmail.com> | 2014-01-07 10:58:56 -0800 |
---|---|---|
committer | Paul Berry <stereotype441@gmail.com> | 2014-01-08 07:31:45 -0800 |
commit | e3b86f07da4ba9a4db6b8aae4072af6f1638b7cc (patch) | |
tree | 1b3c89c2a65cdefd6c39974e19ac337962df42b9 /src/glsl/opt_dead_builtin_varyings.cpp | |
parent | 65511e5f22e2ba0a5ebd9210319a55d80ea5334e (diff) |
mesa: Use gl_shader::Stage instead of gl_shader::Type where possible.
This reduces confusion since gl_shader::Type is sometimes
GL_SHADER_PROGRAM_MESA but is more frequently
GL_SHADER_{VERTEX,GEOMETRY,FRAGMENT}. It also has the advantage that
when switching on gl_shader::Stage, the compiler will alert if one of
the possible enum types is unhandled. Finally, many functions in
src/glsl (especially those dealing with linking) already use
gl_shader_stage to represent pipeline stages; using gl_shader::Stage
in those functions avoids the need for a conversion.
Note: in the process I changed _mesa_write_shader_to_file() so that if
it encounters an unexpected shader stage, it will use a file suffix of
"????" rather than "geom".
Reviewed-by: Brian Paul <brianp@vmware.com>
v2: Split from patch "mesa: Store gl_shader_stage enum in gl_shader objects."
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Diffstat (limited to 'src/glsl/opt_dead_builtin_varyings.cpp')
-rw-r--r-- | src/glsl/opt_dead_builtin_varyings.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/glsl/opt_dead_builtin_varyings.cpp b/src/glsl/opt_dead_builtin_varyings.cpp index a939a2b646..c2a306e7bc 100644 --- a/src/glsl/opt_dead_builtin_varyings.cpp +++ b/src/glsl/opt_dead_builtin_varyings.cpp @@ -512,7 +512,7 @@ do_dead_builtin_varyings(struct gl_context *ctx, tfeedback_decl *tfeedback_decls) { /* Lower the gl_FragData array to separate variables. */ - if (consumer && consumer->Type == GL_FRAGMENT_SHADER) { + if (consumer && consumer->Stage == MESA_SHADER_FRAGMENT) { lower_fragdata_array(consumer->ir); } @@ -574,7 +574,7 @@ do_dead_builtin_varyings(struct gl_context *ctx, * This doesn't prevent elimination of the gl_TexCoord elements which * are not read by the fragment shader. We want to eliminate those anyway. */ - if (consumer->Type == GL_FRAGMENT_SHADER) { + if (consumer->Stage == MESA_SHADER_FRAGMENT) { producer_info.texcoord_usage = (1 << MAX_TEXTURE_COORD_UNITS) - 1; } |