Safer in case the PIPE_SHADER_x tokens get renumbered (as Marek
wanted to do).
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
/**
* 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;
+ }
}