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author | Paul Berry <stereotype441@gmail.com> | 2014-01-07 10:58:56 -0800 |
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committer | Paul Berry <stereotype441@gmail.com> | 2014-01-08 07:31:45 -0800 |
commit | e3b86f07da4ba9a4db6b8aae4072af6f1638b7cc (patch) | |
tree | 1b3c89c2a65cdefd6c39974e19ac337962df42b9 /src/glsl/lower_packed_varyings.cpp | |
parent | 65511e5f22e2ba0a5ebd9210319a55d80ea5334e (diff) | |
download | external_mesa3d-e3b86f07da4ba9a4db6b8aae4072af6f1638b7cc.zip external_mesa3d-e3b86f07da4ba9a4db6b8aae4072af6f1638b7cc.tar.gz external_mesa3d-e3b86f07da4ba9a4db6b8aae4072af6f1638b7cc.tar.bz2 |
mesa: Use gl_shader::Stage instead of gl_shader::Type where possible.
This reduces confusion since gl_shader::Type is sometimes
GL_SHADER_PROGRAM_MESA but is more frequently
GL_SHADER_{VERTEX,GEOMETRY,FRAGMENT}. It also has the advantage that
when switching on gl_shader::Stage, the compiler will alert if one of
the possible enum types is unhandled. Finally, many functions in
src/glsl (especially those dealing with linking) already use
gl_shader_stage to represent pipeline stages; using gl_shader::Stage
in those functions avoids the need for a conversion.
Note: in the process I changed _mesa_write_shader_to_file() so that if
it encounters an unexpected shader stage, it will use a file suffix of
"????" rather than "geom".
Reviewed-by: Brian Paul <brianp@vmware.com>
v2: Split from patch "mesa: Store gl_shader_stage enum in gl_shader objects."
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Diffstat (limited to 'src/glsl/lower_packed_varyings.cpp')
-rw-r--r-- | src/glsl/lower_packed_varyings.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/glsl/lower_packed_varyings.cpp b/src/glsl/lower_packed_varyings.cpp index 9edef5d..c23d180 100644 --- a/src/glsl/lower_packed_varyings.cpp +++ b/src/glsl/lower_packed_varyings.cpp @@ -669,7 +669,7 @@ lower_packed_varyings(void *mem_ctx, unsigned location_base, gs_input_vertices, &new_instructions); visitor.run(instructions); if (mode == ir_var_shader_out) { - if (shader->Type == GL_GEOMETRY_SHADER) { + if (shader->Stage == MESA_SHADER_GEOMETRY) { /* For geometry shaders, outputs need to be lowered before each call * to EmitVertex() */ |