Skip to content
  • Paul Berry's avatar
    mesa: Clean up nomenclature for pipeline stages. · 665b8d7b
    Paul Berry authored
    
    
    Previously, we had an enum called gl_shader_type which represented
    pipeline stages in the order they occur in the pipeline
    (i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several
    inconsistently named functions for converting between it and other
    representations:
    
    - _mesa_shader_type_to_string: gl_shader_type -> string
    - _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type
    - _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type
    - _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
    
    This patch tries to clean things up so that we use more consistent
    terminology: the enum is now called gl_shader_stage (to emphasize that
    it is in the order of pipeline stages), and the conversion functions are:
    
    - _mesa_shader_stage_to_string: gl_shader_stage -> string
    - _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage
    - _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage
    - _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
    
    In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES,
    for consistency with the new name for the enum.
    
    Reviewed-by: default avatarKenneth Graunke <kenneth@whitecape.org>
    
    v2: Also rename the "target" field of _mesa_glsl_parse_state and the
    "target" parameter of _mesa_shader_stage_to_string to "stage".
    
    Reviewed-by: default avatarBrian Paul <brianp@vmware.com>
    665b8d7b