On 12/17/2013 11:50 AM, Brian Paul wrote: > On 12/17/2013 12:28 PM, Paul Berry wrote: [snip] >> How about this idea instead: rather than use function overloading to >> distinguish between the two meanings of _mesa_glsl_shader_target_name(), >> have two functions with separate names, e.g.: >> >> const char *_mesa_gl_shader_type_to_string(unsigned): converts >> MESA_SHADER_VERTEX -> "vertex", etc. >> >> const char *_mesa_shader_target_enum_to_string(GLenum): converts >> GL_VERTEX_SHADER -> "vertex", etc. >> >> That would eliminate the need for typecasts, and it would reduce the >> danger of someone calling the wrong function by mistake. > > That sounds fine. Though I think slightly shorter functions names could > be used: > > _mesa_shader_type_to_string(), _mesa_shader_enum_to_string() > > But no big deal. > > -Brian
I like the idea of renaming the functions, and prefer the shorter names. --Ken _______________________________________________ mesa-dev mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-dev
