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glsl: Get rid of hardcoded arrays of shader target names.
We already have a function for converting a shader type index to a string: _mesa_shader_type_to_string(). Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
parent
89c35c59a4
commit
d343e3d98c
2 changed files with 9 additions and 15 deletions
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@ -21,6 +21,7 @@
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* DEALINGS IN THE SOFTWARE.
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*/
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#include "glsl_parser_extras.h"
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#include "ir.h"
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#include "ir_uniform.h"
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#include "linker.h"
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@ -214,9 +215,6 @@ link_check_atomic_counter_resources(struct gl_context *ctx,
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struct gl_shader_program *prog)
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{
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STATIC_ASSERT(MESA_SHADER_TYPES == 3);
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static const char *shader_names[MESA_SHADER_TYPES] = {
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"vertex", "geometry", "fragment"
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};
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const unsigned max_atomic_counters[MESA_SHADER_TYPES] = {
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ctx->Const.VertexProgram.MaxAtomicCounters,
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ctx->Const.GeometryProgram.MaxAtomicCounters,
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@ -260,11 +258,11 @@ link_check_atomic_counter_resources(struct gl_context *ctx,
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
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if (atomic_counters[i] > max_atomic_counters[i])
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linker_error(prog, "Too many %s shader atomic counters",
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shader_names[i]);
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_mesa_shader_type_to_string(i));
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if (atomic_buffers[i] > max_atomic_buffers[i])
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linker_error(prog, "Too many %s shader atomic counter buffers",
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shader_names[i]);
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_mesa_shader_type_to_string(i));
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}
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if (total_atomic_counters > ctx->Const.MaxCombinedAtomicCounters)
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@ -1893,10 +1893,6 @@ store_fragdepth_layout(struct gl_shader_program *prog)
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static void
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check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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{
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static const char *const shader_names[MESA_SHADER_TYPES] = {
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"vertex", "geometry", "fragment"
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};
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const unsigned max_samplers[MESA_SHADER_TYPES] = {
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ctx->Const.VertexProgram.MaxTextureImageUnits,
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ctx->Const.GeometryProgram.MaxTextureImageUnits,
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@ -1929,7 +1925,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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if (sh->num_samplers > max_samplers[i]) {
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linker_error(prog, "Too many %s shader texture samplers",
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shader_names[i]);
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_mesa_shader_type_to_string(i));
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}
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if (sh->num_uniform_components > max_default_uniform_components[i]) {
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@ -1938,11 +1934,11 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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"components, but the driver will try to optimize "
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"them out; this is non-portable out-of-spec "
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"behavior\n",
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shader_names[i]);
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_mesa_shader_type_to_string(i));
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} else {
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linker_error(prog, "Too many %s shader default uniform block "
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"components",
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shader_names[i]);
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_mesa_shader_type_to_string(i));
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}
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}
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@ -1952,10 +1948,10 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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linker_warning(prog, "Too many %s shader uniform components, "
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"but the driver will try to optimize them out; "
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"this is non-portable out-of-spec behavior\n",
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shader_names[i]);
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_mesa_shader_type_to_string(i));
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} else {
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linker_error(prog, "Too many %s shader uniform components",
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shader_names[i]);
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_mesa_shader_type_to_string(i));
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}
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}
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}
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@ -1979,7 +1975,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
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if (blocks[i] > max_uniform_blocks[i]) {
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linker_error(prog, "Too many %s uniform blocks (%d/%d)",
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shader_names[i],
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_mesa_shader_type_to_string(i),
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blocks[i],
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max_uniform_blocks[i]);
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break;
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