Mesa (master): glsl: Remove extraneous shader_type argument from analyze_clip_usage().
Paul Berry
stereotype441 at kemper.freedesktop.org
Mon Dec 30 20:48:27 UTC 2013
Module: Mesa
Branch: master
Commit: b30e25f29752fe3782d9ad43cb2cee46885c487d
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=b30e25f29752fe3782d9ad43cb2cee46885c487d
Author: Paul Berry <stereotype441 at gmail.com>
Date: Tue Dec 17 09:49:43 2013 -0800
glsl: Remove extraneous shader_type argument from analyze_clip_usage().
This argument was carrying the name of the shader target (as a
string). We can get this just as easily by calling
_mesa_shader_enum_to_string().
Reviewed-by: Brian Paul <brianp at vmware.com>
---
src/glsl/linker.cpp | 9 +++++----
1 file changed, 5 insertions(+), 4 deletions(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 6edf7c1..9cfbb9b 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -414,7 +414,7 @@ link_invalidate_variable_locations(exec_list *ir)
* Return false if an error was reported.
*/
static void
-analyze_clip_usage(const char *shader_type, struct gl_shader_program *prog,
+analyze_clip_usage(struct gl_shader_program *prog,
struct gl_shader *shader, GLboolean *UsesClipDistance,
GLuint *ClipDistanceArraySize)
{
@@ -437,7 +437,8 @@ analyze_clip_usage(const char *shader_type, struct gl_shader_program *prog,
clip_distance.run(shader->ir);
if (clip_vertex.variable_found() && clip_distance.variable_found()) {
linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
- "and `gl_ClipDistance'\n", shader_type);
+ "and `gl_ClipDistance'\n",
+ _mesa_shader_enum_to_string(shader->Type));
return;
}
*UsesClipDistance = clip_distance.variable_found();
@@ -501,7 +502,7 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
}
}
- analyze_clip_usage("vertex", prog, shader, &prog->Vert.UsesClipDistance,
+ analyze_clip_usage(prog, shader, &prog->Vert.UsesClipDistance,
&prog->Vert.ClipDistanceArraySize);
}
@@ -548,7 +549,7 @@ validate_geometry_shader_executable(struct gl_shader_program *prog,
unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
prog->Geom.VerticesIn = num_vertices;
- analyze_clip_usage("geometry", prog, shader, &prog->Geom.UsesClipDistance,
+ analyze_clip_usage(prog, shader, &prog->Geom.UsesClipDistance,
&prog->Geom.ClipDistanceArraySize);
find_end_primitive_visitor end_primitive;
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