[Mesa-dev] [PATCH 2/5] glsl: Get rid of hardcoded arrays of shader target names.

Paul Berry stereotype441 at gmail.com
Tue Dec 17 10:23:35 PST 2013


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;
-- 
1.8.4.2



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