[Mesa-dev] [PATCH 5/5] mesa: Use functions to convert gl_shader_stage to PROGRAM enum or pipe target.
Emil Velikov
emil.l.velikov at gmail.com
Wed Jan 8 12:21:01 PST 2014
On 08/01/14 19:20, Paul Berry wrote:
> Suggested-by: Brian Paul <brianp at vmware.com>
> ---
> src/mesa/program/ir_to_mesa.cpp | 17 +------------
> src/mesa/program/program.h | 18 ++++++++++++++
> src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 40 +++++++++++++++---------------
> 3 files changed, 39 insertions(+), 36 deletions(-)
>
> diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
> index 7988248..f6c229c 100644
> --- a/src/mesa/program/ir_to_mesa.cpp
> +++ b/src/mesa/program/ir_to_mesa.cpp
> @@ -2799,26 +2799,11 @@ get_mesa_program(struct gl_context *ctx,
> ir_instruction **mesa_instruction_annotation;
> int i;
> struct gl_program *prog;
> - GLenum target;
> + GLenum target = _mesa_shader_stage_to_program(shader->Stage);
> const char *target_string = _mesa_shader_stage_to_string(shader->Stage);
> struct gl_shader_compiler_options *options =
> &ctx->ShaderCompilerOptions[shader->Stage];
>
> - switch (shader->Stage) {
> - case MESA_SHADER_VERTEX:
> - target = GL_VERTEX_PROGRAM_ARB;
> - break;
> - case MESA_SHADER_FRAGMENT:
> - target = GL_FRAGMENT_PROGRAM_ARB;
> - break;
> - case MESA_SHADER_GEOMETRY:
> - target = GL_GEOMETRY_PROGRAM_NV;
> - break;
> - default:
> - assert(!"should not be reached");
> - return NULL;
> - }
> -
> validate_ir_tree(shader->ir);
>
> prog = ctx->Driver.NewProgram(ctx, target, shader_program->Name);
> diff --git a/src/mesa/program/program.h b/src/mesa/program/program.h
> index 4015b4c..648233c 100644
> --- a/src/mesa/program/program.h
> +++ b/src/mesa/program/program.h
> @@ -207,6 +207,24 @@ _mesa_program_enum_to_shader_stage(GLenum v)
> }
> }
>
> +
> +static inline GLenum
> +_mesa_shader_stage_to_program(gl_shader_stage stage)
> +{
> + switch (stage) {
> + case MESA_SHADER_VERTEX:
> + return GL_VERTEX_PROGRAM_ARB;
> + case MESA_SHADER_FRAGMENT:
> + return GL_FRAGMENT_PROGRAM_ARB;
> + case MESA_SHADER_GEOMETRY:
> + return GL_GEOMETRY_PROGRAM_NV;
> + }
> +
> + ASSERT(0);
Hi Paul
Can you use a normal assert that prints a somewhat informative message -
similar to what you did in shader_stage_to_ptarget()?
Thanks
Emil
> + return GL_VERTEX_PROGRAM_ARB;
> +}
> +
> +
> static inline GLenum
> _mesa_program_index_to_target(GLuint i)
> {
> diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
> index 4b6fd2d..73c39eb 100644
> --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
> +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
> @@ -5023,6 +5023,24 @@ out:
> }
> /* ----------------------------- End TGSI code ------------------------------ */
>
> +
> +static unsigned
> +shader_stage_to_ptarget(gl_shader_stage stage)
> +{
> + switch (stage) {
> + case MESA_SHADER_VERTEX:
> + return PIPE_SHADER_VERTEX;
> + case MESA_SHADER_FRAGMENT:
> + return PIPE_SHADER_FRAGMENT;
> + case MESA_SHADER_GEOMETRY:
> + return PIPE_SHADER_GEOMETRY;
> + }
> +
> + assert(!"should not be reached");
> + return PIPE_SHADER_VERTEX;
> +}
> +
> +
> /**
> * Convert a shader's GLSL IR into a Mesa gl_program, although without
> * generating Mesa IR.
> @@ -5034,30 +5052,12 @@ get_mesa_program(struct gl_context *ctx,
> {
> glsl_to_tgsi_visitor* v;
> struct gl_program *prog;
> - GLenum target;
> + GLenum target = _mesa_shader_stage_to_program(shader->Stage);
> bool progress;
> struct gl_shader_compiler_options *options =
> &ctx->ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(shader->Type)];
> struct pipe_screen *pscreen = ctx->st->pipe->screen;
> - unsigned ptarget;
> -
> - switch (shader->Type) {
> - case GL_VERTEX_SHADER:
> - target = GL_VERTEX_PROGRAM_ARB;
> - ptarget = PIPE_SHADER_VERTEX;
> - break;
> - case GL_FRAGMENT_SHADER:
> - target = GL_FRAGMENT_PROGRAM_ARB;
> - ptarget = PIPE_SHADER_FRAGMENT;
> - break;
> - case GL_GEOMETRY_SHADER:
> - target = GL_GEOMETRY_PROGRAM_NV;
> - ptarget = PIPE_SHADER_GEOMETRY;
> - break;
> - default:
> - assert(!"should not be reached");
> - return NULL;
> - }
> + unsigned ptarget = shader_stage_to_ptarget(shader->Stage);
>
> validate_ir_tree(shader->ir);
>
>
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