[Mesa-dev] [PATCH 3/3] glsl: Replace _mesa_glsl_parser_targets enum with gl_shader_type.
Paul Berry
stereotype441 at gmail.com
Mon Dec 16 14:27:39 PST 2013
These enums were redundant.
---
src/glsl/ast_to_hir.cpp | 82 ++++++++++++++++++++---------------------
src/glsl/builtin_functions.cpp | 22 +++++------
src/glsl/builtin_variables.cpp | 20 +++++-----
src/glsl/glsl_parser.yy | 8 ++--
src/glsl/glsl_parser_extras.cpp | 14 +++----
src/glsl/glsl_parser_extras.h | 10 +----
6 files changed, 75 insertions(+), 81 deletions(-)
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index b2bbcca..3bc181e 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -1860,7 +1860,7 @@ ast_fully_specified_type::glsl_type(const char **name,
if (type->base_type == GLSL_TYPE_FLOAT
&& state->es_shader
- && state->target == fragment_shader
+ && state->target == MESA_SHADER_FRAGMENT
&& this->qualifier.precision == ast_precision_none
&& state->symbols->get_variable("#default precision") == NULL) {
YYLTYPE loc = this->get_location();
@@ -1882,12 +1882,12 @@ ast_fully_specified_type::glsl_type(const char **name,
* this function will produce undefined results.
*/
static bool
-is_varying_var(ir_variable *var, _mesa_glsl_parser_targets target)
+is_varying_var(ir_variable *var, gl_shader_type target)
{
switch (target) {
- case vertex_shader:
+ case MESA_SHADER_VERTEX:
return var->data.mode == ir_var_shader_out;
- case fragment_shader:
+ case MESA_SHADER_FRAGMENT:
return var->data.mode == ir_var_shader_in;
default:
return var->data.mode == ir_var_shader_out || var->data.mode == ir_var_shader_in;
@@ -1985,13 +1985,13 @@ validate_binding_qualifier(struct _mesa_glsl_parse_state *state,
*/
unsigned limit = 0;
switch (state->target) {
- case vertex_shader:
+ case MESA_SHADER_VERTEX:
limit = ctx->Const.VertexProgram.MaxTextureImageUnits;
break;
- case geometry_shader:
+ case MESA_SHADER_GEOMETRY:
limit = ctx->Const.GeometryProgram.MaxTextureImageUnits;
break;
- case fragment_shader:
+ case MESA_SHADER_FRAGMENT:
limit = ctx->Const.FragmentProgram.MaxTextureImageUnits;
break;
}
@@ -2049,8 +2049,8 @@ interpret_interpolation_qualifier(const struct ast_type_qualifier *qual,
}
- if ((state->target == vertex_shader && mode == ir_var_shader_in) ||
- (state->target == fragment_shader && mode == ir_var_shader_out)) {
+ if ((state->target == MESA_SHADER_VERTEX && mode == ir_var_shader_in) ||
+ (state->target == MESA_SHADER_FRAGMENT && mode == ir_var_shader_out)) {
_mesa_glsl_error(loc, state,
"interpolation qualifier `%s' cannot be applied to "
"vertex shader inputs or fragment shader outputs",
@@ -2077,7 +2077,7 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
* locations.
*/
switch (state->target) {
- case vertex_shader:
+ case MESA_SHADER_VERTEX:
if (var->data.mode == ir_var_shader_in) {
if (!state->check_explicit_attrib_location_allowed(loc, var))
return;
@@ -2088,13 +2088,13 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
fail = true;
break;
- case geometry_shader:
+ case MESA_SHADER_GEOMETRY:
_mesa_glsl_error(loc, state,
"geometry shader variables cannot be given "
"explicit locations");
return;
- case fragment_shader:
+ case MESA_SHADER_FRAGMENT:
if (var->data.mode == ir_var_shader_out) {
if (!state->check_explicit_attrib_location_allowed(loc, var))
return;
@@ -2122,7 +2122,7 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
* ensures that negative values stay negative.
*/
if (qual->location >= 0) {
- var->data.location = (state->target == vertex_shader)
+ var->data.location = (state->target == MESA_SHADER_VERTEX)
? (qual->location + VERT_ATTRIB_GENERIC0)
: (qual->location + FRAG_RESULT_DATA0);
} else {
@@ -2174,7 +2174,7 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
if (qual->flags.q.constant || qual->flags.q.attribute
|| qual->flags.q.uniform
- || (qual->flags.q.varying && (state->target == fragment_shader)))
+ || (qual->flags.q.varying && (state->target == MESA_SHADER_FRAGMENT)))
var->data.read_only = 1;
if (qual->flags.q.centroid)
@@ -2183,7 +2183,7 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
if (qual->flags.q.sample)
var->data.sample = 1;
- if (qual->flags.q.attribute && state->target != vertex_shader) {
+ if (qual->flags.q.attribute && state->target != MESA_SHADER_VERTEX) {
var->type = glsl_type::error_type;
_mesa_glsl_error(loc, state,
"`attribute' variables may not be declared in the "
@@ -2214,11 +2214,11 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
else if (qual->flags.q.in)
var->data.mode = is_parameter ? ir_var_function_in : ir_var_shader_in;
else if (qual->flags.q.attribute
- || (qual->flags.q.varying && (state->target == fragment_shader)))
+ || (qual->flags.q.varying && (state->target == MESA_SHADER_FRAGMENT)))
var->data.mode = ir_var_shader_in;
else if (qual->flags.q.out)
var->data.mode = is_parameter ? ir_var_function_out : ir_var_shader_out;
- else if (qual->flags.q.varying && (state->target == vertex_shader))
+ else if (qual->flags.q.varying && (state->target == MESA_SHADER_VERTEX))
var->data.mode = ir_var_shader_out;
else if (qual->flags.q.uniform)
var->data.mode = ir_var_uniform;
@@ -2273,16 +2273,16 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
if (state->all_invariant && (state->current_function == NULL)) {
switch (state->target) {
- case vertex_shader:
+ case MESA_SHADER_VERTEX:
if (var->data.mode == ir_var_shader_out)
var->data.invariant = true;
break;
- case geometry_shader:
+ case MESA_SHADER_GEOMETRY:
if ((var->data.mode == ir_var_shader_in)
|| (var->data.mode == ir_var_shader_out))
var->data.invariant = true;
break;
- case fragment_shader:
+ case MESA_SHADER_FRAGMENT:
if (var->data.mode == ir_var_shader_in)
var->data.invariant = true;
break;
@@ -2600,7 +2600,7 @@ process_initializer(ir_variable *var, ast_declaration *decl,
_mesa_glsl_error(& initializer_loc, state,
"cannot initialize %s shader input / %s",
_mesa_glsl_shader_target_name(state->target),
- (state->target == vertex_shader)
+ (state->target == MESA_SHADER_VERTEX)
? "attribute" : "varying");
}
@@ -2844,12 +2844,12 @@ ast_declarator_list::hir(exec_list *instructions,
_mesa_glsl_error(& loc, state,
"undeclared variable `%s' cannot be marked "
"invariant", decl->identifier);
- } else if ((state->target == vertex_shader)
+ } else if ((state->target == MESA_SHADER_VERTEX)
&& (earlier->data.mode != ir_var_shader_out)) {
_mesa_glsl_error(& loc, state,
"`%s' cannot be marked invariant, vertex shader "
"outputs only", decl->identifier);
- } else if ((state->target == fragment_shader)
+ } else if ((state->target == MESA_SHADER_FRAGMENT)
&& (earlier->data.mode != ir_var_shader_in)) {
_mesa_glsl_error(& loc, state,
"`%s' cannot be marked invariant, fragment shader "
@@ -3034,12 +3034,12 @@ ast_declarator_list::hir(exec_list *instructions,
& loc, false);
if (this->type->qualifier.flags.q.invariant) {
- if ((state->target == vertex_shader) &&
+ if ((state->target == MESA_SHADER_VERTEX) &&
var->data.mode != ir_var_shader_out) {
_mesa_glsl_error(& loc, state,
"`%s' cannot be marked invariant, vertex shader "
"outputs only", var->name);
- } else if ((state->target == fragment_shader) &&
+ } else if ((state->target == MESA_SHADER_FRAGMENT) &&
var->data.mode != ir_var_shader_in) {
/* FINISHME: Note that this doesn't work for invariant on
* a function signature inval
@@ -3080,7 +3080,7 @@ ast_declarator_list::hir(exec_list *instructions,
} else if (var->data.mode == ir_var_shader_in) {
var->data.read_only = true;
- if (state->target == vertex_shader) {
+ if (state->target == MESA_SHADER_VERTEX) {
bool error_emitted = false;
/* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
@@ -3135,7 +3135,7 @@ ast_declarator_list::hir(exec_list *instructions,
"cannot have array type")) {
error_emitted = true;
}
- } else if (state->target == geometry_shader) {
+ } else if (state->target == MESA_SHADER_GEOMETRY) {
/* From section 4.3.4 (Inputs) of the GLSL 1.50 spec:
*
* Geometry shader input variables get the per-vertex values
@@ -3185,10 +3185,10 @@ ast_declarator_list::hir(exec_list *instructions,
if (state->is_version(130, 300) &&
var->type->contains_integer() &&
var->data.interpolation != INTERP_QUALIFIER_FLAT &&
- ((state->target == fragment_shader && var->data.mode == ir_var_shader_in)
- || (state->target == vertex_shader && var->data.mode == ir_var_shader_out
+ ((state->target == MESA_SHADER_FRAGMENT && var->data.mode == ir_var_shader_in)
+ || (state->target == MESA_SHADER_VERTEX && var->data.mode == ir_var_shader_out
&& state->es_shader))) {
- const char *var_type = (state->target == vertex_shader) ?
+ const char *var_type = (state->target == MESA_SHADER_VERTEX) ?
"vertex output" : "fragment input";
_mesa_glsl_error(&loc, state, "if a %s is (or contains) "
"an integer, then it must be qualified with 'flat'",
@@ -3245,14 +3245,14 @@ ast_declarator_list::hir(exec_list *instructions,
assert(i != NULL);
switch (state->target) {
- case vertex_shader:
+ case MESA_SHADER_VERTEX:
if (this->type->qualifier.flags.q.in) {
_mesa_glsl_error(&loc, state,
"qualifier '%s' cannot be applied to vertex "
"shader inputs", i);
}
break;
- case fragment_shader:
+ case MESA_SHADER_FRAGMENT:
if (this->type->qualifier.flags.q.out) {
_mesa_glsl_error(&loc, state,
"qualifier '%s' cannot be applied to fragment "
@@ -3275,13 +3275,13 @@ ast_declarator_list::hir(exec_list *instructions,
if (state->is_version(130, 300)
&& this->type->qualifier.flags.q.centroid
&& this->type->qualifier.flags.q.in
- && state->target == vertex_shader) {
+ && state->target == MESA_SHADER_VERTEX) {
_mesa_glsl_error(&loc, state,
"'centroid in' cannot be used in a vertex shader");
}
- if (state->target == vertex_shader
+ if (state->target == MESA_SHADER_VERTEX
&& this->type->qualifier.flags.q.sample
&& this->type->qualifier.flags.q.in) {
@@ -3296,7 +3296,7 @@ ast_declarator_list::hir(exec_list *instructions,
* "It is an error to use auxiliary storage qualifiers or interpolation
* qualifiers on an output in a fragment shader."
*/
- if (state->target == fragment_shader &&
+ if (state->target == MESA_SHADER_FRAGMENT &&
this->type->qualifier.flags.q.out &&
this->type->qualifier.has_auxiliary_storage()) {
_mesa_glsl_error(&loc, state,
@@ -3954,7 +3954,7 @@ ast_jump_statement::hir(exec_list *instructions,
}
case ast_discard:
- if (state->target != fragment_shader) {
+ if (state->target != MESA_SHADER_FRAGMENT) {
YYLTYPE loc = this->get_location();
_mesa_glsl_error(& loc, state,
@@ -4492,7 +4492,7 @@ ast_type_specifier::hir(exec_list *instructions,
if (type->base_type == GLSL_TYPE_FLOAT
&& state->es_shader
- && state->target == fragment_shader) {
+ && state->target == MESA_SHADER_FRAGMENT) {
/* Section 4.5.3 (Default Precision Qualifiers) of the GLSL ES 1.00
* spec says:
*
@@ -4995,7 +4995,7 @@ ast_interface_block::hir(exec_list *instructions,
* variable (or input block, see interface blocks below) needs to be
* declared as an array.
*/
- if (state->target == geometry_shader && !this->is_array &&
+ if (state->target == MESA_SHADER_GEOMETRY && !this->is_array &&
var_mode == ir_var_shader_in) {
_mesa_glsl_error(&loc, state, "geometry shader inputs must be arrays");
}
@@ -5050,7 +5050,7 @@ ast_interface_block::hir(exec_list *instructions,
* geometry shader input.
*/
if (this->array_size == NULL &&
- (state->target != geometry_shader || !this->layout.flags.q.in)) {
+ (state->target != MESA_SHADER_GEOMETRY || !this->layout.flags.q.in)) {
_mesa_glsl_error(&loc, state,
"only geometry shader inputs may be unsized "
"instance block arrays");
@@ -5069,7 +5069,7 @@ ast_interface_block::hir(exec_list *instructions,
var_mode);
}
- if (state->target == geometry_shader && var_mode == ir_var_shader_in)
+ if (state->target == MESA_SHADER_GEOMETRY && var_mode == ir_var_shader_in)
handle_geometry_shader_input_decl(state, loc, var);
if (ir_variable *earlier =
@@ -5265,7 +5265,7 @@ detect_conflicting_assignments(struct _mesa_glsl_parse_state *state,
else if (strcmp(var->name, "gl_FragData") == 0)
gl_FragData_assigned = true;
else if (strncmp(var->name, "gl_", 3) != 0) {
- if (state->target == fragment_shader &&
+ if (state->target == MESA_SHADER_FRAGMENT &&
var->data.mode == ir_var_shader_out) {
user_defined_fs_output_assigned = true;
user_defined_fs_output = var;
diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
index 6af587a..840a6c9 100644
--- a/src/glsl/builtin_functions.cpp
+++ b/src/glsl/builtin_functions.cpp
@@ -77,7 +77,7 @@ always_available(const _mesa_glsl_parse_state *state)
static bool
compatibility_vs_only(const _mesa_glsl_parse_state *state)
{
- return state->target == vertex_shader &&
+ return state->target == MESA_SHADER_VERTEX &&
state->language_version <= 130 &&
!state->es_shader;
}
@@ -85,13 +85,13 @@ compatibility_vs_only(const _mesa_glsl_parse_state *state)
static bool
fs_only(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader;
+ return state->target == MESA_SHADER_FRAGMENT;
}
static bool
gs_only(const _mesa_glsl_parse_state *state)
{
- return state->target == geometry_shader;
+ return state->target == MESA_SHADER_GEOMETRY;
}
static bool
@@ -103,7 +103,7 @@ v110(const _mesa_glsl_parse_state *state)
static bool
v110_fs_only(const _mesa_glsl_parse_state *state)
{
- return !state->es_shader && state->target == fragment_shader;
+ return !state->es_shader && state->target == MESA_SHADER_FRAGMENT;
}
static bool
@@ -122,7 +122,7 @@ static bool
v130_fs_only(const _mesa_glsl_parse_state *state)
{
return state->is_version(130, 300) &&
- state->target == fragment_shader;
+ state->target == MESA_SHADER_FRAGMENT;
}
static bool
@@ -155,7 +155,7 @@ lod_exists_in_stage(const _mesa_glsl_parse_state *state)
* Since ARB_shader_texture_lod can only be enabled on desktop GLSL, we
* don't need to explicitly check state->es_shader.
*/
- return state->target == vertex_shader ||
+ return state->target == MESA_SHADER_VERTEX ||
state->is_version(130, 300) ||
state->ARB_shader_texture_lod_enable;
}
@@ -223,7 +223,7 @@ texture_array_lod(const _mesa_glsl_parse_state *state)
static bool
fs_texture_array(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->target == MESA_SHADER_FRAGMENT &&
state->EXT_texture_array_enable;
}
@@ -243,7 +243,7 @@ texture_multisample(const _mesa_glsl_parse_state *state)
static bool
fs_texture_cube_map_array(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->target == MESA_SHADER_FRAGMENT &&
(state->is_version(400, 0) ||
state->ARB_texture_cube_map_array_enable);
}
@@ -265,7 +265,7 @@ texture_query_levels(const _mesa_glsl_parse_state *state)
static bool
texture_query_lod(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->target == MESA_SHADER_FRAGMENT &&
state->ARB_texture_query_lod_enable;
}
@@ -292,7 +292,7 @@ texture_gather_only(const _mesa_glsl_parse_state *state)
static bool
fs_oes_derivatives(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->target == MESA_SHADER_FRAGMENT &&
(state->is_version(110, 300) ||
state->OES_standard_derivatives_enable);
}
@@ -318,7 +318,7 @@ tex3d(const _mesa_glsl_parse_state *state)
static bool
fs_tex3d(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->target == MESA_SHADER_FRAGMENT &&
(!state->es_shader || state->OES_texture_3D_enable);
}
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
index 0a3f129..ff9acb8 100644
--- a/src/glsl/builtin_variables.cpp
+++ b/src/glsl/builtin_variables.cpp
@@ -877,13 +877,13 @@ builtin_variable_generator::add_varying(int slot, const glsl_type *type,
const char *name_as_gs_input)
{
switch (state->target) {
- case geometry_shader:
+ case MESA_SHADER_GEOMETRY:
this->per_vertex_in.add_field(slot, type, name);
/* FALLTHROUGH */
- case vertex_shader:
+ case MESA_SHADER_VERTEX:
this->per_vertex_out.add_field(slot, type, name);
break;
- case fragment_shader:
+ case MESA_SHADER_FRAGMENT:
add_input(slot, type, name);
break;
}
@@ -901,7 +901,7 @@ builtin_variable_generator::generate_varyings()
add_varying(loc, type, name, name "In")
/* gl_Position and gl_PointSize are not visible from fragment shaders. */
- if (state->target != fragment_shader) {
+ if (state->target != MESA_SHADER_FRAGMENT) {
ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
}
@@ -914,7 +914,7 @@ builtin_variable_generator::generate_varyings()
if (compatibility) {
ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
- if (state->target == fragment_shader) {
+ if (state->target == MESA_SHADER_FRAGMENT) {
ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
} else {
@@ -926,13 +926,13 @@ builtin_variable_generator::generate_varyings()
}
}
- if (state->target == geometry_shader) {
+ if (state->target == MESA_SHADER_GEOMETRY) {
const glsl_type *per_vertex_in_type =
this->per_vertex_in.construct_interface_instance();
add_variable("gl_in", array(per_vertex_in_type, 0),
ir_var_shader_in, -1);
}
- if (state->target == vertex_shader || state->target == geometry_shader) {
+ if (state->target == MESA_SHADER_VERTEX || state->target == MESA_SHADER_GEOMETRY) {
const glsl_type *per_vertex_out_type =
this->per_vertex_out.construct_interface_instance();
const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
@@ -964,13 +964,13 @@ _mesa_glsl_initialize_variables(exec_list *instructions,
gen.generate_varyings();
switch (state->target) {
- case vertex_shader:
+ case MESA_SHADER_VERTEX:
gen.generate_vs_special_vars();
break;
- case geometry_shader:
+ case MESA_SHADER_GEOMETRY:
gen.generate_gs_special_vars();
break;
- case fragment_shader:
+ case MESA_SHADER_FRAGMENT:
gen.generate_fs_special_vars();
break;
}
diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy
index 1016554..3976760 100644
--- a/src/glsl/glsl_parser.yy
+++ b/src/glsl/glsl_parser.yy
@@ -2219,11 +2219,11 @@ basic_interface_block:
* "It is illegal to have an input block in a vertex shader
* or an output block in a fragment shader"
*/
- if ((state->target == vertex_shader) && $1.flags.q.in) {
+ if ((state->target == MESA_SHADER_VERTEX) && $1.flags.q.in) {
_mesa_glsl_error(& @1, state,
"`in' interface block is not allowed for "
"a vertex shader");
- } else if ((state->target == fragment_shader) && $1.flags.q.out) {
+ } else if ((state->target == MESA_SHADER_FRAGMENT) && $1.flags.q.out) {
_mesa_glsl_error(& @1, state,
"`out' interface block is not allowed for "
"a fragment shader");
@@ -2377,7 +2377,7 @@ layout_defaults:
{
void *ctx = state;
$$ = NULL;
- if (state->target != geometry_shader) {
+ if (state->target != MESA_SHADER_GEOMETRY) {
_mesa_glsl_error(& @1, state,
"input layout qualifiers only valid in "
"geometry shaders");
@@ -2405,7 +2405,7 @@ layout_defaults:
| layout_qualifier OUT_TOK ';'
{
- if (state->target != geometry_shader) {
+ if (state->target != MESA_SHADER_GEOMETRY) {
_mesa_glsl_error(& @1, state,
"out layout qualifiers only valid in "
"geometry shaders");
diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp
index 2645c08..5f19368 100644
--- a/src/glsl/glsl_parser_extras.cpp
+++ b/src/glsl/glsl_parser_extras.cpp
@@ -58,9 +58,9 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
: ctx(_ctx), switch_state()
{
switch (target) {
- case GL_VERTEX_SHADER: this->target = vertex_shader; break;
- case GL_FRAGMENT_SHADER: this->target = fragment_shader; break;
- case GL_GEOMETRY_SHADER: this->target = geometry_shader; break;
+ case GL_VERTEX_SHADER: this->target = MESA_SHADER_VERTEX; break;
+ case GL_FRAGMENT_SHADER: this->target = MESA_SHADER_FRAGMENT; break;
+ case GL_GEOMETRY_SHADER: this->target = MESA_SHADER_GEOMETRY; break;
}
this->scanner = NULL;
@@ -367,12 +367,12 @@ _mesa_glsl_shader_target_name(GLenum type)
* our internal enum into short stage names.
*/
const char *
-_mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target)
+_mesa_glsl_shader_target_name(gl_shader_type target)
{
switch (target) {
- case vertex_shader: return "vertex";
- case fragment_shader: return "fragment";
- case geometry_shader: return "geometry";
+ case MESA_SHADER_VERTEX: return "vertex";
+ case MESA_SHADER_FRAGMENT: return "fragment";
+ case MESA_SHADER_GEOMETRY: return "geometry";
}
assert(!"Should not get here.");
diff --git a/src/glsl/glsl_parser_extras.h b/src/glsl/glsl_parser_extras.h
index c1f5ff5..622ddba 100644
--- a/src/glsl/glsl_parser_extras.h
+++ b/src/glsl/glsl_parser_extras.h
@@ -34,12 +34,6 @@
#include <stdlib.h>
#include "glsl_symbol_table.h"
-enum _mesa_glsl_parser_targets {
- vertex_shader,
- geometry_shader,
- fragment_shader
-};
-
struct gl_context;
struct glsl_switch_state {
@@ -171,7 +165,7 @@ struct _mesa_glsl_parse_state {
bool es_shader;
unsigned language_version;
- enum _mesa_glsl_parser_targets target;
+ gl_shader_type target;
/**
* Number of nested struct_specifier levels
@@ -431,7 +425,7 @@ extern bool _mesa_glsl_process_extension(const char *name, YYLTYPE *name_locp,
* Get the textual name of the specified shader target
*/
extern const char *
-_mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target);
+_mesa_glsl_shader_target_name(gl_shader_type target);
#endif /* __cplusplus */
--
1.8.4.2
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