}
}
-static gl_shader_stage
-tu_shader_stage(VkShaderStageFlagBits stage)
-{
- switch (stage) {
- case VK_SHADER_STAGE_VERTEX_BIT:
- return MESA_SHADER_VERTEX;
- case VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT:
- return MESA_SHADER_TESS_CTRL;
- case VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT:
- return MESA_SHADER_TESS_EVAL;
- case VK_SHADER_STAGE_GEOMETRY_BIT:
- return MESA_SHADER_GEOMETRY;
- case VK_SHADER_STAGE_FRAGMENT_BIT:
- return MESA_SHADER_FRAGMENT;
- case VK_SHADER_STAGE_COMPUTE_BIT:
- return MESA_SHADER_COMPUTE;
- default:
- unreachable("invalid VkShaderStageFlagBits");
- return MESA_SHADER_NONE;
- }
-}
-
static bool
tu_logic_op_reads_dst(VkLogicOp op)
{
};
for (uint32_t i = 0; i < builder->create_info->stageCount; i++) {
gl_shader_stage stage =
- tu_shader_stage(builder->create_info->pStages[i].stage);
+ vk_to_mesa_shader_stage(builder->create_info->pStages[i].stage);
stage_infos[stage] = &builder->create_info->pStages[i];
}