The renumbering only makes sense for the GLSL linker and the only reason for doing that in gallium too is that PIPE_SHADER_x must be equal to MESA_SHADER_x.
Marek On Fri, Jun 28, 2013 at 4:32 PM, Jose Fonseca <jfons...@vmware.com> wrote: > > > ----- Original Message ----- >> Safer in case the PIPE_SHADER_x tokens get renumbered (as Marek >> wanted to do). > > Renumbering PIPE_SHADER_x seems a pure time waster -- there is much more code > that expects the current order -- and I see no benefit. > > This patch looks good nevertheles. >> --- >> src/gallium/drivers/svga/svga_state_constants.c | 15 ++++++++++----- >> 1 file changed, 10 insertions(+), 5 deletions(-) >> >> diff --git a/src/gallium/drivers/svga/svga_state_constants.c >> b/src/gallium/drivers/svga/svga_state_constants.c >> index 77c9349..1c0edb4 100644 >> --- a/src/gallium/drivers/svga/svga_state_constants.c >> +++ b/src/gallium/drivers/svga/svga_state_constants.c >> @@ -46,13 +46,18 @@ >> /** >> * Convert from PIPE_SHADER_* to SVGA3D_SHADERTYPE_* >> */ >> -static int >> +static unsigned >> svga_shader_type(unsigned shader) >> { >> - assert(PIPE_SHADER_VERTEX + 1 == SVGA3D_SHADERTYPE_VS); >> - assert(PIPE_SHADER_FRAGMENT + 1 == SVGA3D_SHADERTYPE_PS); >> - assert(shader <= PIPE_SHADER_FRAGMENT); >> - return shader + 1; >> + switch (shader) { >> + case PIPE_SHADER_VERTEX: >> + return SVGA3D_SHADERTYPE_VS; >> + case PIPE_SHADER_FRAGMENT: >> + return SVGA3D_SHADERTYPE_PS; >> + default: >> + assert(!"Unexpected shader type"); >> + return SVGA3D_SHADERTYPE_VS; >> + } >> } >> >> >> -- >> 1.7.10.4 >> >> _______________________________________________ >> mesa-dev mailing list >> mesa-dev@lists.freedesktop.org >> http://lists.freedesktop.org/mailman/listinfo/mesa-dev >> _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev