mesa: change gl_compile_status enums to uppercase

To follow the convention of other enums.

Reviewed-by: Neha Bhende <bhenden@vmware.com>
This commit is contained in:
Brian Paul 2018-01-25 12:43:48 -07:00
parent d9832f1fc4
commit aff5d9c256
7 changed files with 17 additions and 17 deletions

View File

@ -1971,7 +1971,7 @@ opt_shader_and_create_symbol_table(struct gl_context *ctx,
struct glsl_symbol_table *source_symbols,
struct gl_shader *shader)
{
assert(shader->CompileStatus != compile_failure &&
assert(shader->CompileStatus != COMPILE_FAILURE &&
!shader->ir->is_empty());
struct gl_shader_compiler_options *options =
@ -2048,7 +2048,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
_mesa_sha1_format(buf, shader->sha1);
fprintf(stderr, "deferring compile of shader: %s\n", buf);
}
shader->CompileStatus = compile_skipped;
shader->CompileStatus = COMPILE_SKIPPED;
free((void *)shader->FallbackSource);
shader->FallbackSource = NULL;
@ -2060,14 +2060,14 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
* shader cache miss. In which case we can skip the compile if its
* already be done by a previous fallback or the initial compile call.
*/
if (shader->CompileStatus == compile_success)
if (shader->CompileStatus == COMPILE_SUCCESS)
return;
if (shader->CompileStatus == compiled_no_opts) {
if (shader->CompileStatus == COMPILED_NO_OPTS) {
opt_shader_and_create_symbol_table(ctx,
NULL, /* source_symbols */
shader);
shader->CompileStatus = compile_success;
shader->CompileStatus = COMPILE_SUCCESS;
return;
}
}
@ -2117,7 +2117,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
set_shader_inout_layout(shader, state);
shader->symbols = new(shader->ir) glsl_symbol_table;
shader->CompileStatus = state->error ? compile_failure : compile_success;
shader->CompileStatus = state->error ? COMPILE_FAILURE : COMPILE_SUCCESS;
shader->InfoLog = state->info_log;
shader->Version = state->language_version;
shader->IsES = state->es_shader;
@ -2130,7 +2130,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
opt_shader_and_create_symbol_table(ctx, state->symbols, shader);
else {
reparent_ir(shader->ir, shader->ir);
shader->CompileStatus = compiled_no_opts;
shader->CompileStatus = COMPILED_NO_OPTS;
}
}

View File

@ -258,7 +258,7 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
*/
char sha1_buf[41];
for (unsigned i = 0; i < prog->NumShaders; i++) {
if (prog->Shaders[i]->CompileStatus == compiled_no_opts) {
if (prog->Shaders[i]->CompileStatus == COMPILED_NO_OPTS) {
disk_cache_put_key(cache, prog->Shaders[i]->sha1);
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
_mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);

View File

@ -137,7 +137,7 @@ meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
sh = _mesa_new_shader(name, stage);
sh->Source = strdup(source);
sh->CompileStatus = compile_failure;
sh->CompileStatus = COMPILE_FAILURE;
_mesa_compile_shader(ctx, sh);
if (!sh->CompileStatus) {

View File

@ -1116,7 +1116,7 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
reparent_ir(p.shader->ir, p.shader->ir);
p.shader->CompileStatus = compile_success;
p.shader->CompileStatus = COMPILE_SUCCESS;
p.shader->Version = state->language_version;
p.shader_program->Shaders =
(gl_shader **)malloc(sizeof(*p.shader_program->Shaders));

View File

@ -84,7 +84,7 @@ _mesa_spirv_shader_binary(struct gl_context *ctx,
_mesa_shader_spirv_data_reference(&sh->spirv_data, spirv_data);
_mesa_spirv_module_reference(&spirv_data->SpirVModule, module);
sh->CompileStatus = compile_failure;
sh->CompileStatus = COMPILE_FAILURE;
free((void *)sh->Source);
sh->Source = NULL;

View File

@ -2609,10 +2609,10 @@ struct gl_linked_shader
*/
enum gl_compile_status
{
compile_failure = 0,
compile_success,
compile_skipped,
compiled_no_opts
COMPILE_FAILURE = 0,
COMPILE_SUCCESS,
COMPILE_SKIPPED,
COMPILED_NO_OPTS
};
/**

View File

@ -1071,7 +1071,7 @@ set_shader_source(struct gl_shader *sh, const GLchar *source)
*/
_mesa_shader_spirv_data_reference(&sh->spirv_data, NULL);
if (sh->CompileStatus == compile_skipped && !sh->FallbackSource) {
if (sh->CompileStatus == COMPILE_SKIPPED && !sh->FallbackSource) {
/* If shader was previously compiled back-up the source in case of cache
* fallback.
*/
@ -1114,7 +1114,7 @@ _mesa_compile_shader(struct gl_context *ctx, struct gl_shader *sh)
/* If the user called glCompileShader without first calling
* glShaderSource, we should fail to compile, but not raise a GL_ERROR.
*/
sh->CompileStatus = compile_failure;
sh->CompileStatus = COMPILE_FAILURE;
} else {
if (ctx->_Shader->Flags & GLSL_DUMP) {
_mesa_log("GLSL source for %s shader %d:\n",