diff options
author | Dave Airlie <[email protected]> | 2015-04-20 10:20:06 +1000 |
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committer | Dave Airlie <[email protected]> | 2015-07-23 17:25:29 +1000 |
commit | 670b9e56da588581c90d6c68f0a55ecd9153504d (patch) | |
tree | 9be5a842c8015318e2d51fdc17720f0f249517ac /src/mesa/main | |
parent | f73ef824869dbb1f91c32ad563c95ca917f40c12 (diff) |
mesa: add inline conversion functions for ARB_shader_subroutine (v2)
This handles converting the shader stages to the internal
prefix along with the program resource interfaces.
v2: add tess support
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/mesa/main')
-rw-r--r-- | src/mesa/main/shaderobj.h | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/src/mesa/main/shaderobj.h b/src/mesa/main/shaderobj.h index 75f019dbd3d..943044e37cd 100644 --- a/src/mesa/main/shaderobj.h +++ b/src/mesa/main/shaderobj.h @@ -123,6 +123,107 @@ _mesa_shader_enum_to_shader_stage(GLenum v) } } +/* 8 bytes + another underscore */ +#define MESA_SUBROUTINE_PREFIX_LEN 9 +static inline const char * +_mesa_shader_stage_to_subroutine_prefix(gl_shader_stage stage) +{ + switch (stage) { + case MESA_SHADER_VERTEX: + return "__subu_v"; + case MESA_SHADER_GEOMETRY: + return "__subu_g"; + case MESA_SHADER_FRAGMENT: + return "__subu_f"; + case MESA_SHADER_COMPUTE: + return "__subu_c"; + case MESA_SHADER_TESS_CTRL: + return "__subu_t"; + case MESA_SHADER_TESS_EVAL: + return "__subu_e"; + default: + return NULL; + } +} + +static inline gl_shader_stage +_mesa_shader_stage_from_subroutine_uniform(GLenum subuniform) +{ + switch (subuniform) { + default: + case GL_VERTEX_SUBROUTINE_UNIFORM: + return MESA_SHADER_VERTEX; + case GL_GEOMETRY_SUBROUTINE_UNIFORM: + return MESA_SHADER_GEOMETRY; + case GL_FRAGMENT_SUBROUTINE_UNIFORM: + return MESA_SHADER_FRAGMENT; + case GL_COMPUTE_SUBROUTINE_UNIFORM: + return MESA_SHADER_COMPUTE; + case GL_TESS_CONTROL_SUBROUTINE_UNIFORM: + return MESA_SHADER_TESS_CTRL; + case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: + return MESA_SHADER_TESS_EVAL; + } +} + +static inline gl_shader_stage +_mesa_shader_stage_from_subroutine(GLenum subroutine) +{ + switch (subroutine) { + case GL_VERTEX_SUBROUTINE: + return MESA_SHADER_VERTEX; + case GL_GEOMETRY_SUBROUTINE: + return MESA_SHADER_GEOMETRY; + case GL_FRAGMENT_SUBROUTINE: + return MESA_SHADER_FRAGMENT; + case GL_COMPUTE_SUBROUTINE: + return MESA_SHADER_COMPUTE; + case GL_TESS_CONTROL_SUBROUTINE: + return MESA_SHADER_TESS_CTRL; + case GL_TESS_EVALUATION_SUBROUTINE: + return MESA_SHADER_TESS_EVAL; + } +} + +static inline GLenum +_mesa_shader_stage_to_subroutine(gl_shader_stage stage) +{ + switch (stage) { + default: + case MESA_SHADER_VERTEX: + return GL_VERTEX_SUBROUTINE; + case MESA_SHADER_GEOMETRY: + return GL_GEOMETRY_SUBROUTINE; + case MESA_SHADER_FRAGMENT: + return GL_FRAGMENT_SUBROUTINE; + case MESA_SHADER_COMPUTE: + return GL_COMPUTE_SUBROUTINE; + case MESA_SHADER_TESS_CTRL: + return GL_TESS_CONTROL_SUBROUTINE; + case MESA_SHADER_TESS_EVAL: + return GL_TESS_EVALUATION_SUBROUTINE; + } +} + +static inline GLenum +_mesa_shader_stage_to_subroutine_uniform(gl_shader_stage stage) +{ + switch (stage) { + default: + case MESA_SHADER_VERTEX: + return GL_VERTEX_SUBROUTINE_UNIFORM; + case MESA_SHADER_GEOMETRY: + return GL_GEOMETRY_SUBROUTINE_UNIFORM; + case MESA_SHADER_FRAGMENT: + return GL_FRAGMENT_SUBROUTINE_UNIFORM; + case MESA_SHADER_COMPUTE: + return GL_COMPUTE_SUBROUTINE_UNIFORM; + case MESA_SHADER_TESS_CTRL: + return GL_TESS_CONTROL_SUBROUTINE_UNIFORM; + case MESA_SHADER_TESS_EVAL: + return GL_TESS_EVALUATION_SUBROUTINE_UNIFORM; + } +} #ifdef __cplusplus } |