From: Kenneth Graunke Date: Thu, 17 Jun 2010 22:28:34 +0000 (-0700) Subject: Rename prog to shader. Less confusing. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=29e60874812ae323780cfab67b8b1365059ff4b2;p=mesa.git Rename prog to shader. Less confusing. --- diff --git a/main.cpp b/main.cpp index c7b8cf5a214..9301d5113f5 100644 --- a/main.cpp +++ b/main.cpp @@ -100,12 +100,12 @@ const struct option compiler_opts[] = { }; void -compile_shader(struct glsl_shader *prog) +compile_shader(struct glsl_shader *shader) { struct _mesa_glsl_parse_state state; memset(& state, 0, sizeof(state)); - switch (prog->Type) { + switch (shader->Type) { case GL_VERTEX_SHADER: state.target = vertex_shader; break; case GL_FRAGMENT_SHADER: state.target = fragment_shader; break; case GL_GEOMETRY_SHADER: state.target = geometry_shader; break; @@ -119,7 +119,7 @@ compile_shader(struct glsl_shader *prog) state.loop_or_switch_nesting = NULL; state.ARB_texture_rectangle_enable = true; - _mesa_glsl_lexer_ctor(& state, prog->Source, prog->SourceLen); + _mesa_glsl_lexer_ctor(& state, shader->Source, shader->SourceLen); _mesa_glsl_parse(& state); _mesa_glsl_lexer_dtor(& state); @@ -131,35 +131,35 @@ compile_shader(struct glsl_shader *prog) printf("\n\n"); } - prog->ir.make_empty(); + shader->ir.make_empty(); if (!state.error && !state.translation_unit.is_empty()) - _mesa_ast_to_hir(&prog->ir, &state); + _mesa_ast_to_hir(&shader->ir, &state); /* Optimization passes */ - if (!state.error && !prog->ir.is_empty()) { + if (!state.error && !shader->ir.is_empty()) { bool progress; do { progress = false; - progress = do_function_inlining(&prog->ir) || progress; - progress = do_if_simplification(&prog->ir) || progress; - progress = do_copy_propagation(&prog->ir) || progress; - progress = do_dead_code_local(&prog->ir) || progress; - progress = do_dead_code_unlinked(&prog->ir) || progress; - progress = do_constant_variable_unlinked(&prog->ir) || progress; - progress = do_constant_folding(&prog->ir) || progress; - progress = do_vec_index_to_swizzle(&prog->ir) || progress; - progress = do_swizzle_swizzle(&prog->ir) || progress; + progress = do_function_inlining(&shader->ir) || progress; + progress = do_if_simplification(&shader->ir) || progress; + progress = do_copy_propagation(&shader->ir) || progress; + progress = do_dead_code_local(&shader->ir) || progress; + progress = do_dead_code_unlinked(&shader->ir) || progress; + progress = do_constant_variable_unlinked(&shader->ir) || progress; + progress = do_constant_folding(&shader->ir) || progress; + progress = do_vec_index_to_swizzle(&shader->ir) || progress; + progress = do_swizzle_swizzle(&shader->ir) || progress; } while (progress); } /* Print out the resulting IR */ if (!state.error && dump_lir) { - _mesa_print_ir(&prog->ir, &state); + _mesa_print_ir(&shader->ir, &state); } - prog->symbols = state.symbols; - prog->CompileStatus = !state.error; + shader->symbols = state.symbols; + shader->CompileStatus = !state.error; return; } @@ -186,10 +186,10 @@ main(int argc, char **argv) sizeof(struct glsl_shader *) * (whole_program.NumShaders + 1)); assert(whole_program.Shaders != NULL); - struct glsl_shader *prog = new glsl_shader; - memset(prog, 0, sizeof(*prog)); + struct glsl_shader *shader = new glsl_shader; + memset(shader, 0, sizeof(*shader)); - whole_program.Shaders[whole_program.NumShaders] = prog; + whole_program.Shaders[whole_program.NumShaders] = shader; whole_program.NumShaders++; const unsigned len = strlen(argv[optind]); @@ -198,19 +198,19 @@ main(int argc, char **argv) const char *const ext = & argv[optind][len - 5]; if (strncmp(".vert", ext, 5) == 0) - prog->Type = GL_VERTEX_SHADER; + shader->Type = GL_VERTEX_SHADER; else if (strncmp(".geom", ext, 5) == 0) - prog->Type = GL_GEOMETRY_SHADER; + shader->Type = GL_GEOMETRY_SHADER; else if (strncmp(".frag", ext, 5) == 0) - prog->Type = GL_FRAGMENT_SHADER; + shader->Type = GL_FRAGMENT_SHADER; else usage_fail(argv[0]); - prog->Source = load_text_file(argv[optind], &prog->SourceLen); + shader->Source = load_text_file(argv[optind], &shader->SourceLen); - compile_shader(prog); + compile_shader(shader); - if (!prog->CompileStatus) { + if (!shader->CompileStatus) { status = EXIT_FAILURE; break; }