ir_instruction **mesa_instruction_annotation;
int i;
struct gl_program *prog;
- GLenum target;
+ GLenum target = _mesa_shader_stage_to_program(shader->Stage);
const char *target_string = _mesa_shader_stage_to_string(shader->Stage);
struct gl_shader_compiler_options *options =
&ctx->ShaderCompilerOptions[shader->Stage];
- switch (shader->Stage) {
- case MESA_SHADER_VERTEX:
- target = GL_VERTEX_PROGRAM_ARB;
- break;
- case MESA_SHADER_FRAGMENT:
- target = GL_FRAGMENT_PROGRAM_ARB;
- break;
- case MESA_SHADER_GEOMETRY:
- target = GL_GEOMETRY_PROGRAM_NV;
- break;
- default:
- assert(!"should not be reached");
- return NULL;
- }
-
validate_ir_tree(shader->ir);
prog = ctx->Driver.NewProgram(ctx, target, shader_program->Name);
}
}
+
+static inline GLenum
+_mesa_shader_stage_to_program(gl_shader_stage stage)
+{
+ switch (stage) {
+ case MESA_SHADER_VERTEX:
+ return GL_VERTEX_PROGRAM_ARB;
+ case MESA_SHADER_FRAGMENT:
+ return GL_FRAGMENT_PROGRAM_ARB;
+ case MESA_SHADER_GEOMETRY:
+ return GL_GEOMETRY_PROGRAM_NV;
+ }
+
+ assert(!"Unexpected shader stage in _mesa_shader_stage_to_program");
+ return GL_VERTEX_PROGRAM_ARB;
+}
+
+
static inline GLenum
_mesa_program_index_to_target(GLuint i)
{
}
/* ----------------------------- End TGSI code ------------------------------ */
+
+static unsigned
+shader_stage_to_ptarget(gl_shader_stage stage)
+{
+ switch (stage) {
+ case MESA_SHADER_VERTEX:
+ return PIPE_SHADER_VERTEX;
+ case MESA_SHADER_FRAGMENT:
+ return PIPE_SHADER_FRAGMENT;
+ case MESA_SHADER_GEOMETRY:
+ return PIPE_SHADER_GEOMETRY;
+ }
+
+ assert(!"should not be reached");
+ return PIPE_SHADER_VERTEX;
+}
+
+
/**
* Convert a shader's GLSL IR into a Mesa gl_program, although without
* generating Mesa IR.
{
glsl_to_tgsi_visitor* v;
struct gl_program *prog;
- GLenum target;
+ GLenum target = _mesa_shader_stage_to_program(shader->Stage);
bool progress;
struct gl_shader_compiler_options *options =
&ctx->ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(shader->Type)];
struct pipe_screen *pscreen = ctx->st->pipe->screen;
- unsigned ptarget;
-
- switch (shader->Type) {
- case GL_VERTEX_SHADER:
- target = GL_VERTEX_PROGRAM_ARB;
- ptarget = PIPE_SHADER_VERTEX;
- break;
- case GL_FRAGMENT_SHADER:
- target = GL_FRAGMENT_PROGRAM_ARB;
- ptarget = PIPE_SHADER_FRAGMENT;
- break;
- case GL_GEOMETRY_SHADER:
- target = GL_GEOMETRY_PROGRAM_NV;
- ptarget = PIPE_SHADER_GEOMETRY;
- break;
- default:
- assert(!"should not be reached");
- return NULL;
- }
+ unsigned ptarget = shader_stage_to_ptarget(shader->Stage);
validate_ir_tree(shader->ir);