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