[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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