glsl: replace strncmp("gl_") calls with new is_gl_identifier() helper
Makes things a little easier to read. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
@@ -3078,7 +3078,7 @@ validate_identifier(const char *identifier, YYLTYPE loc,
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* OpenGL, and may not be declared in a shader as either a
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* variable or a function."
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*/
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if (strncmp(identifier, "gl_", 3) == 0) {
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if (is_gl_identifier(identifier)) {
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_mesa_glsl_error(&loc, state,
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"identifier `%s' uses reserved `gl_' prefix",
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identifier);
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@@ -3653,7 +3653,7 @@ ast_declarator_list::hir(exec_list *instructions,
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exec_list initializer_instructions;
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/* Examine var name here since var may get deleted in the next call */
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bool var_is_gl_id = (strncmp(var->name, "gl_", 3) == 0);
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bool var_is_gl_id = is_gl_identifier(var->name);
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ir_variable *earlier =
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get_variable_being_redeclared(var, decl->get_location(), state,
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@@ -5403,7 +5403,7 @@ ast_interface_block::hir(exec_list *instructions,
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ir_variable *earlier =
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get_variable_being_redeclared(var, loc, state,
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true /* allow_all_redeclarations */);
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if (strncmp(var->name, "gl_", 3) != 0 || earlier == NULL) {
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if (!is_gl_identifier(var->name) || earlier == NULL) {
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_mesa_glsl_error(&loc, state,
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"redeclaration of gl_PerVertex can only "
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"include built-in variables");
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@@ -5638,7 +5638,7 @@ detect_conflicting_assignments(struct _mesa_glsl_parse_state *state,
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gl_FragColor_assigned = true;
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else if (strcmp(var->name, "gl_FragData") == 0)
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gl_FragData_assigned = true;
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else if (strncmp(var->name, "gl_", 3) != 0) {
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else if (!is_gl_identifier(var->name)) {
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if (state->stage == MESA_SHADER_FRAGMENT &&
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var->data.mode == ir_var_shader_out) {
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user_defined_fs_output_assigned = true;
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@@ -2342,6 +2342,15 @@ prototype_string(const glsl_type *return_type, const char *name,
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const char *
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mode_string(const ir_variable *var);
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/**
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* Built-in / reserved GL variables names start with "gl_"
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*/
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static inline bool
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is_gl_identifier(const char *s)
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{
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return s && s[0] == 'g' && s[1] == 'l' && s[2] == '_';
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}
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extern "C" {
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#endif /* __cplusplus */
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@@ -146,7 +146,7 @@ print_type(FILE *f, const glsl_type *t)
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print_type(f, t->fields.array);
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fprintf(f, " %u)", t->length);
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} else if ((t->base_type == GLSL_TYPE_STRUCT)
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&& (strncmp("gl_", t->name, 3) != 0)) {
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&& !is_gl_identifier(t->name)) {
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fprintf(f, "%s@%p", t->name, (void *) t);
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} else {
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fprintf(f, "%s", t->name);
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@@ -848,7 +848,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
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/* FINISHME: Update code to process built-in uniforms!
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*/
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if (strncmp("gl_", var->name, 3) == 0) {
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if (is_gl_identifier(var->name)) {
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uniform_size.num_shader_uniform_components +=
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var->type->component_slots();
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continue;
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@@ -900,7 +900,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
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/* FINISHME: Update code to process built-in uniforms!
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*/
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if (strncmp("gl_", var->name, 3) == 0)
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if (is_gl_identifier(var->name))
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continue;
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parcel.set_and_process(prog, var);
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@@ -77,8 +77,7 @@ cross_validate_types_and_qualifiers(struct gl_shader_program *prog,
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* correspondence between the vertex language and the
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* fragment language."
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*/
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if (!output->type->is_array()
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|| (strncmp("gl_", output->name, 3) != 0)) {
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if (!output->type->is_array() || !is_gl_identifier(output->name)) {
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linker_error(prog,
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"%s shader output `%s' declared as type `%s', "
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"but %s shader input declared as type `%s'\n",
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