struct glsl_symbol_table *source_symbols,
struct gl_shader *shader)
{
- assert(shader->CompileStatus != compile_failure &&
+ assert(shader->CompileStatus != COMPILE_FAILURE &&
!shader->ir->is_empty());
struct gl_shader_compiler_options *options =
_mesa_sha1_format(buf, shader->sha1);
fprintf(stderr, "deferring compile of shader: %s\n", buf);
}
- shader->CompileStatus = compile_skipped;
+ shader->CompileStatus = COMPILE_SKIPPED;
free((void *)shader->FallbackSource);
shader->FallbackSource = NULL;
* shader cache miss. In which case we can skip the compile if its
* already be done by a previous fallback or the initial compile call.
*/
- if (shader->CompileStatus == compile_success)
+ if (shader->CompileStatus == COMPILE_SUCCESS)
return;
- if (shader->CompileStatus == compiled_no_opts) {
+ if (shader->CompileStatus == COMPILED_NO_OPTS) {
opt_shader_and_create_symbol_table(ctx,
NULL, /* source_symbols */
shader);
- shader->CompileStatus = compile_success;
+ shader->CompileStatus = COMPILE_SUCCESS;
return;
}
}
set_shader_inout_layout(shader, state);
shader->symbols = new(shader->ir) glsl_symbol_table;
- shader->CompileStatus = state->error ? compile_failure : compile_success;
+ shader->CompileStatus = state->error ? COMPILE_FAILURE : COMPILE_SUCCESS;
shader->InfoLog = state->info_log;
shader->Version = state->language_version;
shader->IsES = state->es_shader;
opt_shader_and_create_symbol_table(ctx, state->symbols, shader);
else {
reparent_ir(shader->ir, shader->ir);
- shader->CompileStatus = compiled_no_opts;
+ shader->CompileStatus = COMPILED_NO_OPTS;
}
}
*/
char sha1_buf[41];
for (unsigned i = 0; i < prog->NumShaders; i++) {
- if (prog->Shaders[i]->CompileStatus == compiled_no_opts) {
+ if (prog->Shaders[i]->CompileStatus == COMPILED_NO_OPTS) {
disk_cache_put_key(cache, prog->Shaders[i]->sha1);
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
_mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
*/
_mesa_shader_spirv_data_reference(&sh->spirv_data, NULL);
- if (sh->CompileStatus == compile_skipped && !sh->FallbackSource) {
+ if (sh->CompileStatus == COMPILE_SKIPPED && !sh->FallbackSource) {
/* If shader was previously compiled back-up the source in case of cache
* fallback.
*/
/* If the user called glCompileShader without first calling
* glShaderSource, we should fail to compile, but not raise a GL_ERROR.
*/
- sh->CompileStatus = compile_failure;
+ sh->CompileStatus = COMPILE_FAILURE;
} else {
if (ctx->_Shader->Flags & GLSL_DUMP) {
_mesa_log("GLSL source for %s shader %d:\n",