aboutsummaryrefslogtreecommitdiff
path: root/mesalib/src/glsl/glsl_parser_extras.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'mesalib/src/glsl/glsl_parser_extras.cpp')
-rw-r--r--mesalib/src/glsl/glsl_parser_extras.cpp17
1 files changed, 8 insertions, 9 deletions
diff --git a/mesalib/src/glsl/glsl_parser_extras.cpp b/mesalib/src/glsl/glsl_parser_extras.cpp
index 5f19368d8..fc9a8b204 100644
--- a/mesalib/src/glsl/glsl_parser_extras.cpp
+++ b/mesalib/src/glsl/glsl_parser_extras.cpp
@@ -334,16 +334,15 @@ _mesa_glsl_parse_state::process_version_directive(YYLTYPE *locp, int version,
extern "C" {
/**
- * The most common use of _mesa_glsl_shader_target_name(), which is
- * shared with C code in Mesa core to translate a GLenum to a short
- * shader stage name in debug printouts.
+ * Translate a GLenum to a short shader stage name for debug printouts and
+ * error messages.
*
* It recognizes the PROGRAM variants of the names so it can be used
* with a struct gl_program->Target, not just a struct
* gl_shader->Type.
*/
const char *
-_mesa_glsl_shader_target_name(GLenum type)
+_mesa_shader_enum_to_string(GLenum type)
{
switch (type) {
case GL_VERTEX_SHADER:
@@ -363,11 +362,11 @@ _mesa_glsl_shader_target_name(GLenum type)
} /* extern "C" */
/**
- * Overloaded C++ variant usable within the compiler for translating
- * our internal enum into short stage names.
+ * Translate a gl_shader_type to a short shader stage name for debug printouts
+ * and error messages.
*/
const char *
-_mesa_glsl_shader_target_name(gl_shader_type target)
+_mesa_shader_type_to_string(unsigned target)
{
switch (target) {
case MESA_SHADER_VERTEX: return "vertex";
@@ -651,11 +650,11 @@ _mesa_glsl_process_extension(const char *name, YYLTYPE *name_locp,
if (behavior == extension_require) {
_mesa_glsl_error(name_locp, state, fmt,
- name, _mesa_glsl_shader_target_name(state->target));
+ name, _mesa_shader_type_to_string(state->target));
return false;
} else {
_mesa_glsl_warning(name_locp, state, fmt,
- name, _mesa_glsl_shader_target_name(state->target));
+ name, _mesa_shader_type_to_string(state->target));
}
}
}