Mesa (master): svga: add switch case for PIPE_SHADER_CAP_PREFERRED_IR, remove default case
Brian Paul
brianp at kemper.freedesktop.org
Wed May 7 18:16:33 UTC 2014
Module: Mesa
Branch: master
Commit: 9ced3fc649ec04710a5f5c855bfb582b898cff83
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=9ced3fc649ec04710a5f5c855bfb582b898cff83
Author: Brian Paul <brianp at vmware.com>
Date: Mon May 5 10:19:56 2014 -0600
svga: add switch case for PIPE_SHADER_CAP_PREFERRED_IR, remove default case
Remove default switch case so we're warned of missing cases at compile
time.
Reviewed-by: José Fonseca <jfonseca at vmware.com>
---
src/gallium/drivers/svga/svga_screen.c | 18 ++++++++++--------
1 file changed, 10 insertions(+), 8 deletions(-)
diff --git a/src/gallium/drivers/svga/svga_screen.c b/src/gallium/drivers/svga/svga_screen.c
index 8c70bb7..bc914b7 100644
--- a/src/gallium/drivers/svga/svga_screen.c
+++ b/src/gallium/drivers/svga/svga_screen.c
@@ -343,11 +343,12 @@ static int svga_get_shader_param(struct pipe_screen *screen, unsigned shader, en
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
return 16;
- default:
- debug_printf("Unexpected fragment shader query %u\n", param);
- return 0;
+ case PIPE_SHADER_CAP_PREFERRED_IR:
+ return PIPE_SHADER_IR_TGSI;
}
- break;
+ /* If we get here, we failed to handle a cap above */
+ debug_printf("Unexpected fragment shader query %u\n", param);
+ return 0;
case PIPE_SHADER_VERTEX:
switch (param)
{
@@ -394,11 +395,12 @@ static int svga_get_shader_param(struct pipe_screen *screen, unsigned shader, en
case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS:
case PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS:
return 0;
- default:
- debug_printf("Unexpected vertex shader query %u\n", param);
- return 0;
+ case PIPE_SHADER_CAP_PREFERRED_IR:
+ return PIPE_SHADER_IR_TGSI;
}
- break;
+ /* If we get here, we failed to handle a cap above */
+ debug_printf("Unexpected vertex shader query %u\n", param);
+ return 0;
case PIPE_SHADER_GEOMETRY:
case PIPE_SHADER_COMPUTE:
/* no support for geometry or compute shaders at this time */
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