Mesa (master): st/mesa: use STATIC_ASSERT in a few places

Brian Paul brianp at kemper.freedesktop.org
Fri Jul 27 21:58:31 UTC 2012


Module: Mesa
Branch: master
Commit: 322a2938f320f8a39cb6d86f249a339625a8772a
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=322a2938f320f8a39cb6d86f249a339625a8772a

Author: Brian Paul <brianp at vmware.com>
Date:   Fri Jul 27 15:45:27 2012 -0600

st/mesa: use STATIC_ASSERT in a few places

---

 src/mesa/state_tracker/st_atom_clip.c  |    2 +-
 src/mesa/state_tracker/st_atom_depth.c |   20 ++++++++++----------
 src/mesa/state_tracker/st_context.c    |    6 +++---
 src/mesa/state_tracker/st_draw.c       |    6 +++---
 4 files changed, 17 insertions(+), 17 deletions(-)

diff --git a/src/mesa/state_tracker/st_atom_clip.c b/src/mesa/state_tracker/st_atom_clip.c
index 2a51100..a1a7e00 100644
--- a/src/mesa/state_tracker/st_atom_clip.c
+++ b/src/mesa/state_tracker/st_atom_clip.c
@@ -47,7 +47,7 @@ static void update_clip( struct st_context *st )
    const struct gl_context *ctx = st->ctx;
    bool use_eye = FALSE;
 
-   assert(sizeof(clip.ucp) <= sizeof(ctx->Transform._ClipUserPlane));
+   STATIC_ASSERT(sizeof(clip.ucp) <= sizeof(ctx->Transform._ClipUserPlane));
 
    /* if we have a vertex shader that writes clip vertex we need to pass
       the pre-projection transformed coordinates into the driver. */
diff --git a/src/mesa/state_tracker/st_atom_depth.c b/src/mesa/state_tracker/st_atom_depth.c
index 6c51b1a..373e158 100644
--- a/src/mesa/state_tracker/st_atom_depth.c
+++ b/src/mesa/state_tracker/st_atom_depth.c
@@ -49,16 +49,16 @@ GLuint
 st_compare_func_to_pipe(GLenum func)
 {
    /* Same values, just biased */
-   assert(PIPE_FUNC_NEVER == GL_NEVER - GL_NEVER);
-   assert(PIPE_FUNC_LESS == GL_LESS - GL_NEVER);
-   assert(PIPE_FUNC_EQUAL == GL_EQUAL - GL_NEVER);
-   assert(PIPE_FUNC_LEQUAL == GL_LEQUAL - GL_NEVER);
-   assert(PIPE_FUNC_GREATER == GL_GREATER - GL_NEVER);
-   assert(PIPE_FUNC_NOTEQUAL == GL_NOTEQUAL - GL_NEVER);
-   assert(PIPE_FUNC_GEQUAL == GL_GEQUAL - GL_NEVER);
-   assert(PIPE_FUNC_ALWAYS == GL_ALWAYS - GL_NEVER);
-   assert(func >= GL_NEVER);
-   assert(func <= GL_ALWAYS);
+   STATIC_ASSERT(PIPE_FUNC_NEVER == GL_NEVER - GL_NEVER);
+   STATIC_ASSERT(PIPE_FUNC_LESS == GL_LESS - GL_NEVER);
+   STATIC_ASSERT(PIPE_FUNC_EQUAL == GL_EQUAL - GL_NEVER);
+   STATIC_ASSERT(PIPE_FUNC_LEQUAL == GL_LEQUAL - GL_NEVER);
+   STATIC_ASSERT(PIPE_FUNC_GREATER == GL_GREATER - GL_NEVER);
+   STATIC_ASSERT(PIPE_FUNC_NOTEQUAL == GL_NOTEQUAL - GL_NEVER);
+   STATIC_ASSERT(PIPE_FUNC_GEQUAL == GL_GEQUAL - GL_NEVER);
+   STATIC_ASSERT(PIPE_FUNC_ALWAYS == GL_ALWAYS - GL_NEVER);
+   STATIC_ASSERT(func >= GL_NEVER);
+   STATIC_ASSERT(func <= GL_ALWAYS);
    return func - GL_NEVER;
 }
 
diff --git a/src/mesa/state_tracker/st_context.c b/src/mesa/state_tracker/st_context.c
index 117ea90..6b7c047 100644
--- a/src/mesa/state_tracker/st_context.c
+++ b/src/mesa/state_tracker/st_context.c
@@ -211,9 +211,9 @@ struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,
    struct dd_function_table funcs;
 
    /* Sanity checks */
-   assert(MESA_SHADER_VERTEX == PIPE_SHADER_VERTEX);
-   assert(MESA_SHADER_FRAGMENT == PIPE_SHADER_FRAGMENT);
-   assert(MESA_SHADER_GEOMETRY == PIPE_SHADER_GEOMETRY);
+   STATIC_ASSERT(MESA_SHADER_VERTEX == PIPE_SHADER_VERTEX);
+   STATIC_ASSERT(MESA_SHADER_FRAGMENT == PIPE_SHADER_FRAGMENT);
+   STATIC_ASSERT(MESA_SHADER_GEOMETRY == PIPE_SHADER_GEOMETRY);
 
    memset(&funcs, 0, sizeof(funcs));
    st_init_driver_functions(&funcs);
diff --git a/src/mesa/state_tracker/st_draw.c b/src/mesa/state_tracker/st_draw.c
index 4dc09e7..9dc4822 100644
--- a/src/mesa/state_tracker/st_draw.c
+++ b/src/mesa/state_tracker/st_draw.c
@@ -153,9 +153,9 @@ static unsigned
 translate_prim(const struct gl_context *ctx, unsigned prim)
 {
    /* GL prims should match Gallium prims, spot-check a few */
-   assert(GL_POINTS == PIPE_PRIM_POINTS);
-   assert(GL_QUADS == PIPE_PRIM_QUADS);
-   assert(GL_TRIANGLE_STRIP_ADJACENCY == PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY);
+   STATIC_ASSERT(GL_POINTS == PIPE_PRIM_POINTS);
+   STATIC_ASSERT(GL_QUADS == PIPE_PRIM_QUADS);
+   STATIC_ASSERT(GL_TRIANGLE_STRIP_ADJACENCY == PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY);
 
    /* Avoid quadstrips if it's easy to do so:
     * Note: it's important to do the correct trimming if we change the




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