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authorKenneth Graunke <[email protected]>2012-04-17 11:26:29 -0700
committerKenneth Graunke <[email protected]>2012-04-17 16:05:15 -0700
commitfbea94ae59817c1d9db9b2f1e257daeadf7c15a9 (patch)
treef42f5b5549fc8e93a8bf53adb2c2829a185e0a3c /src/glsl/glcpp/tests/008-define-empty.c.expected
parent7e35d97a02cf139746ce9e85b78fe0c651139074 (diff)
glsl/builtins: Support stage-agnostic built-in profiles.
The built-in subsystem uses "profiles," or GLSL shaders containing prototypes for all built-ins supported within a particular language version (or extension) and shader stage. Since profiles were stage-specific, we had to cut and paste almost all the prototypes between (e.g.) 110.vert and 110.frag. Naturally, this led to sundry cut and paste bugs, where someone fixed an issue in .frag but neglected to update .vert, or vice-versa. Geometry shaders would have only made this worse. This patch introduces support for a new '.glsl' profile suffix which contains prototypes common to all shader stages. The existing '.frag' and '.vert' profiles need only contain the few stage-specific built-ins. Not only does this remove duplication, it makes built-in setup slightly faster: we don't need to re-read the common prototypes and function bodies for both the vertex and fragment shader stage. Internally, this was trivial. We already create a list of gl_shader objects to search through for built-ins: one for the core language version/stage, and additional shaders for any extensions in use. This patch simply adds another shader to the list: core/common, core/stage, and extensions. The next patch will update the profiles to remove the duplication. It's separated out purely to make review easier. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Acked-by: Ian Romanick <[email protected]>
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