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:
@@ -1971,7 +1971,7 @@ opt_shader_and_create_symbol_table(struct gl_context *ctx,
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struct glsl_symbol_table *source_symbols,
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struct glsl_symbol_table *source_symbols,
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struct gl_shader *shader)
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struct gl_shader *shader)
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{
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{
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assert(shader->CompileStatus != compile_failure &&
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assert(shader->CompileStatus != COMPILE_FAILURE &&
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!shader->ir->is_empty());
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!shader->ir->is_empty());
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struct gl_shader_compiler_options *options =
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struct gl_shader_compiler_options *options =
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@@ -2048,7 +2048,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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_mesa_sha1_format(buf, shader->sha1);
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_mesa_sha1_format(buf, shader->sha1);
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fprintf(stderr, "deferring compile of shader: %s\n", buf);
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fprintf(stderr, "deferring compile of shader: %s\n", buf);
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}
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}
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shader->CompileStatus = compile_skipped;
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shader->CompileStatus = COMPILE_SKIPPED;
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free((void *)shader->FallbackSource);
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free((void *)shader->FallbackSource);
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shader->FallbackSource = NULL;
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shader->FallbackSource = NULL;
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@@ -2060,14 +2060,14 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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* shader cache miss. In which case we can skip the compile if its
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* shader cache miss. In which case we can skip the compile if its
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* already be done by a previous fallback or the initial compile call.
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* already be done by a previous fallback or the initial compile call.
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*/
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*/
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if (shader->CompileStatus == compile_success)
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if (shader->CompileStatus == COMPILE_SUCCESS)
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return;
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return;
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if (shader->CompileStatus == compiled_no_opts) {
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if (shader->CompileStatus == COMPILED_NO_OPTS) {
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opt_shader_and_create_symbol_table(ctx,
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opt_shader_and_create_symbol_table(ctx,
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NULL, /* source_symbols */
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NULL, /* source_symbols */
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shader);
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shader);
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shader->CompileStatus = compile_success;
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shader->CompileStatus = COMPILE_SUCCESS;
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return;
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return;
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}
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}
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}
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}
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@@ -2117,7 +2117,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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set_shader_inout_layout(shader, state);
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set_shader_inout_layout(shader, state);
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shader->symbols = new(shader->ir) glsl_symbol_table;
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shader->symbols = new(shader->ir) glsl_symbol_table;
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shader->CompileStatus = state->error ? compile_failure : compile_success;
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shader->CompileStatus = state->error ? COMPILE_FAILURE : COMPILE_SUCCESS;
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shader->InfoLog = state->info_log;
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shader->InfoLog = state->info_log;
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shader->Version = state->language_version;
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shader->Version = state->language_version;
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shader->IsES = state->es_shader;
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shader->IsES = state->es_shader;
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@@ -2130,7 +2130,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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opt_shader_and_create_symbol_table(ctx, state->symbols, shader);
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opt_shader_and_create_symbol_table(ctx, state->symbols, shader);
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else {
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else {
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reparent_ir(shader->ir, shader->ir);
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reparent_ir(shader->ir, shader->ir);
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shader->CompileStatus = compiled_no_opts;
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shader->CompileStatus = COMPILED_NO_OPTS;
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}
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}
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}
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}
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@@ -258,7 +258,7 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
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*/
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*/
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char sha1_buf[41];
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char sha1_buf[41];
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for (unsigned i = 0; i < prog->NumShaders; i++) {
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for (unsigned i = 0; i < prog->NumShaders; i++) {
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if (prog->Shaders[i]->CompileStatus == compiled_no_opts) {
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if (prog->Shaders[i]->CompileStatus == COMPILED_NO_OPTS) {
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disk_cache_put_key(cache, prog->Shaders[i]->sha1);
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disk_cache_put_key(cache, prog->Shaders[i]->sha1);
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if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
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if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
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_mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
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_mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
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@@ -137,7 +137,7 @@ meta_compile_shader_with_debug(struct gl_context *ctx, gl_shader_stage stage,
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sh = _mesa_new_shader(name, stage);
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sh = _mesa_new_shader(name, stage);
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sh->Source = strdup(source);
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sh->Source = strdup(source);
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sh->CompileStatus = compile_failure;
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sh->CompileStatus = COMPILE_FAILURE;
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_mesa_compile_shader(ctx, sh);
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_mesa_compile_shader(ctx, sh);
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if (!sh->CompileStatus) {
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if (!sh->CompileStatus) {
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@@ -1116,7 +1116,7 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
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reparent_ir(p.shader->ir, p.shader->ir);
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reparent_ir(p.shader->ir, p.shader->ir);
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p.shader->CompileStatus = compile_success;
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p.shader->CompileStatus = COMPILE_SUCCESS;
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p.shader->Version = state->language_version;
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p.shader->Version = state->language_version;
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p.shader_program->Shaders =
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p.shader_program->Shaders =
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(gl_shader **)malloc(sizeof(*p.shader_program->Shaders));
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(gl_shader **)malloc(sizeof(*p.shader_program->Shaders));
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@@ -84,7 +84,7 @@ _mesa_spirv_shader_binary(struct gl_context *ctx,
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_mesa_shader_spirv_data_reference(&sh->spirv_data, spirv_data);
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_mesa_shader_spirv_data_reference(&sh->spirv_data, spirv_data);
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_mesa_spirv_module_reference(&spirv_data->SpirVModule, module);
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_mesa_spirv_module_reference(&spirv_data->SpirVModule, module);
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sh->CompileStatus = compile_failure;
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sh->CompileStatus = COMPILE_FAILURE;
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free((void *)sh->Source);
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free((void *)sh->Source);
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sh->Source = NULL;
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sh->Source = NULL;
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@@ -2609,10 +2609,10 @@ struct gl_linked_shader
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*/
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*/
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enum gl_compile_status
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enum gl_compile_status
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{
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{
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compile_failure = 0,
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COMPILE_FAILURE = 0,
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compile_success,
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COMPILE_SUCCESS,
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compile_skipped,
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COMPILE_SKIPPED,
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compiled_no_opts
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COMPILED_NO_OPTS
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};
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};
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/**
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/**
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@@ -1071,7 +1071,7 @@ set_shader_source(struct gl_shader *sh, const GLchar *source)
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*/
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*/
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_mesa_shader_spirv_data_reference(&sh->spirv_data, NULL);
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_mesa_shader_spirv_data_reference(&sh->spirv_data, NULL);
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if (sh->CompileStatus == compile_skipped && !sh->FallbackSource) {
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if (sh->CompileStatus == COMPILE_SKIPPED && !sh->FallbackSource) {
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/* If shader was previously compiled back-up the source in case of cache
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/* If shader was previously compiled back-up the source in case of cache
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* fallback.
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* fallback.
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*/
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*/
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@@ -1114,7 +1114,7 @@ _mesa_compile_shader(struct gl_context *ctx, struct gl_shader *sh)
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/* If the user called glCompileShader without first calling
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/* If the user called glCompileShader without first calling
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* glShaderSource, we should fail to compile, but not raise a GL_ERROR.
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* glShaderSource, we should fail to compile, but not raise a GL_ERROR.
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*/
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*/
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sh->CompileStatus = compile_failure;
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sh->CompileStatus = COMPILE_FAILURE;
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} else {
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} else {
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if (ctx->_Shader->Flags & GLSL_DUMP) {
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if (ctx->_Shader->Flags & GLSL_DUMP) {
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_mesa_log("GLSL source for %s shader %d:\n",
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_mesa_log("GLSL source for %s shader %d:\n",
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