mesa: Use shared code for converting shader targets to short strings.

We were duplicating this code all over the place, and they all would need
updating for the next set of shader targets.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This commit is contained in:
Eric Anholt 2013-06-12 16:57:11 -07:00
parent 426ca34b7a
commit faf3dbad0d
9 changed files with 61 additions and 43 deletions

View File

@ -302,6 +302,41 @@ _mesa_glsl_parse_state::process_version_directive(YYLTYPE *locp, int version,
}
}
extern "C" {
/**
* The most common use of _mesa_glsl_shader_target_name(), which is
* shared with C code in Mesa core to translate a GLenum to a short
* shader stage name in debug printouts.
*
* It recognizes the PROGRAM variants of the names so it can be used
* with a struct gl_program->Target, not just a struct
* gl_shader->Type.
*/
const char *
_mesa_glsl_shader_target_name(GLenum type)
{
switch (type) {
case GL_VERTEX_SHADER:
case GL_VERTEX_PROGRAM_ARB:
return "vertex";
case GL_FRAGMENT_SHADER:
case GL_FRAGMENT_PROGRAM_ARB:
return "fragment";
case GL_GEOMETRY_SHADER:
return "geometry";
default:
assert(!"Should not get here.");
return "unknown";
}
}
} /* extern "C" */
/**
* Overloaded C++ variant usable within the compiler for translating
* our internal enum into short stage names.
*/
const char *
_mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target)
{

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@ -371,6 +371,9 @@ _mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target);
extern "C" {
#endif
extern const char *
_mesa_glsl_shader_target_name(GLenum type);
extern int glcpp_preprocess(void *ctx, const char **shader, char **info_log,
const struct gl_extensions *extensions, struct gl_context *gl_ctx);

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@ -31,6 +31,7 @@
#include "main/mtypes.h"
#include "glsl_symbol_table.h"
#include "glsl_parser_extras.h"
#include "ir_optimization.h"
#include "linker.h"
#include "link_varyings.h"
@ -47,9 +48,10 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
gl_shader *producer, gl_shader *consumer)
{
glsl_symbol_table parameters;
/* FINISHME: Figure these out dynamically. */
const char *const producer_stage = "vertex";
const char *const consumer_stage = "fragment";
const char *const producer_stage =
_mesa_glsl_shader_target_name(producer->Type);
const char *const consumer_stage =
_mesa_glsl_shader_target_name(consumer->Type);
/* Find all shader outputs in the "producer" stage.
*/
@ -1135,8 +1137,11 @@ assign_varying_locations(struct gl_context *ctx,
* "glsl1-varying read but not written" in piglit.
*/
linker_error(prog, "fragment shader varying %s not written "
"by vertex shader\n.", var->name);
linker_error(prog, "%s shader varying %s not written "
"by %s shader\n.",
_mesa_glsl_shader_target_name(consumer->Type),
var->name,
_mesa_glsl_shader_target_name(producer->Type));
}
/* An 'in' variable is only really a shader input if its

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@ -66,6 +66,7 @@
#include "main/core.h"
#include "glsl_symbol_table.h"
#include "glsl_parser_extras.h"
#include "ir.h"
#include "program.h"
#include "program/hash_table.h"
@ -1009,8 +1010,7 @@ link_intrastage_shaders(void *mem_ctx,
if (main == NULL) {
linker_error(prog, "%s shader lacks `main'\n",
(shader_list[0]->Type == GL_VERTEX_SHADER)
? "vertex" : "fragment");
_mesa_glsl_shader_target_name(shader_list[0]->Type));
return NULL;
}

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@ -28,6 +28,7 @@ extern "C" {
}
#include "brw_fs.h"
#include "glsl/ir_optimization.h"
#include "glsl/glsl_parser_extras.h"
struct gl_shader *
brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
@ -112,8 +113,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
struct brw_context *brw = brw_context(ctx);
struct intel_context *intel = &brw->intel;
unsigned int stage;
static const char *target_strings[]
= { "vertex", "fragment", "geometry" };
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
struct brw_shader *shader =
@ -262,8 +261,8 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
if (ctx->Shader.Flags & GLSL_DUMP) {
printf("\n");
printf("GLSL IR for linked %s program %d:\n", target_strings[stage],
shProg->Name);
printf("GLSL IR for linked %s program %d:\n",
_mesa_glsl_shader_target_name(shader->base.Type), shProg->Name);
_mesa_print_ir(shader->base.ir, NULL);
printf("\n");
}
@ -276,7 +275,7 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
continue;
printf("GLSL %s shader %d source for linked program %d:\n",
target_strings[_mesa_shader_type_to_index(sh->Type)],
_mesa_glsl_shader_target_name(sh->Type),
i,
shProg->Name);
printf("%s", sh->Source);

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@ -816,21 +816,8 @@ print_shader_info(const struct gl_shader_program *shProg)
printf("Mesa: glUseProgram(%u)\n", shProg->Name);
for (i = 0; i < shProg->NumShaders; i++) {
const char *s;
switch (shProg->Shaders[i]->Type) {
case GL_VERTEX_SHADER:
s = "vertex";
break;
case GL_FRAGMENT_SHADER:
s = "fragment";
break;
case GL_GEOMETRY_SHADER:
s = "geometry";
break;
default:
s = "";
}
printf(" %s shader %u, checksum %u\n", s,
printf(" %s shader %u, checksum %u\n",
_mesa_glsl_shader_target_name(shProg->Shaders[i]->Type),
shProg->Shaders[i]->Name,
shProg->Shaders[i]->SourceChecksum);
}

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@ -33,6 +33,7 @@
#include "program/hash_table.h"
#include "../glsl/program.h"
#include "../glsl/ir_uniform.h"
#include "../glsl/glsl_parser_extras.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "uniforms.h"
@ -434,12 +435,6 @@ log_uniform(const void *values, enum glsl_base_type basicType,
static void
log_program_parameters(const struct gl_shader_program *shProg)
{
static const char *stages[] = {
"vertex", "fragment", "geometry"
};
assert(Elements(stages) == MESA_SHADER_TYPES);
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
if (shProg->_LinkedShaders[i] == NULL)
continue;
@ -447,7 +442,7 @@ log_program_parameters(const struct gl_shader_program *shProg)
const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
printf("Program %d %s shader parameters:\n",
shProg->Name, stages[i]);
shProg->Name, _mesa_glsl_shader_target_name(prog->Target));
for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
printf("%s: %p %f %f %f %f\n",
prog->Parameters->Parameters[j].Name,

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@ -2810,22 +2810,19 @@ get_mesa_program(struct gl_context *ctx,
int i;
struct gl_program *prog;
GLenum target;
const char *target_string;
const char *target_string = _mesa_glsl_shader_target_name(shader->Type);
struct gl_shader_compiler_options *options =
&ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
switch (shader->Type) {
case GL_VERTEX_SHADER:
target = GL_VERTEX_PROGRAM_ARB;
target_string = "vertex";
break;
case GL_FRAGMENT_SHADER:
target = GL_FRAGMENT_PROGRAM_ARB;
target_string = "fragment";
break;
case GL_GEOMETRY_SHADER:
target = GL_GEOMETRY_PROGRAM_NV;
target_string = "geometry";
break;
default:
assert(!"should not be reached");

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@ -4994,7 +4994,6 @@ get_mesa_program(struct gl_context *ctx,
glsl_to_tgsi_visitor* v;
struct gl_program *prog;
GLenum target;
const char *target_string;
bool progress;
struct gl_shader_compiler_options *options =
&ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
@ -5005,17 +5004,14 @@ get_mesa_program(struct gl_context *ctx,
case GL_VERTEX_SHADER:
target = GL_VERTEX_PROGRAM_ARB;
ptarget = PIPE_SHADER_VERTEX;
target_string = "vertex";
break;
case GL_FRAGMENT_SHADER:
target = GL_FRAGMENT_PROGRAM_ARB;
ptarget = PIPE_SHADER_FRAGMENT;
target_string = "fragment";
break;
case GL_GEOMETRY_SHADER:
target = GL_GEOMETRY_PROGRAM_NV;
ptarget = PIPE_SHADER_GEOMETRY;
target_string = "geometry";
break;
default:
assert(!"should not be reached");
@ -5105,7 +5101,8 @@ get_mesa_program(struct gl_context *ctx,
if (ctx->Shader.Flags & GLSL_DUMP) {
printf("\n");
printf("GLSL IR for linked %s program %d:\n", target_string,
printf("GLSL IR for linked %s program %d:\n",
_mesa_glsl_shader_target_name(shader->Type),
shader_program->Name);
_mesa_print_ir(shader->ir, NULL);
printf("\n");