/* * Copyright © 2011 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ /* This file declares stripped-down versions of functions that * normally exist outside of the glsl folder, so that they can be used * when running the GLSL compiler standalone (for unit testing or * compiling builtins). */ #pragma once #ifndef STANDALONE_SCAFFOLDING_H #define STANDALONE_SCAFFOLDING_H #include #include "main/mtypes.h" #include "program/prog_statevars.h" extern "C" void _mesa_warning(struct gl_context *ctx, const char *fmtString, ... ); extern "C" void _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr, struct gl_shader *sh); extern "C" void _mesa_reference_program_(struct gl_context *ctx, struct gl_program **ptr, struct gl_program *prog); extern "C" struct gl_shader * _mesa_new_shader(GLuint name, gl_shader_stage stage); extern "C" struct gl_linked_shader * _mesa_new_linked_shader(gl_shader_stage stage); extern "C" void _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh); extern "C" void _mesa_delete_linked_shader(struct gl_context *ctx, struct gl_linked_shader *sh); extern "C" void _mesa_clear_shader_program_data(struct gl_context *ctx, struct gl_shader_program *); extern "C" void _mesa_shader_debug(struct gl_context *ctx, GLenum type, GLuint *id, const char *msg); extern "C" GLbitfield _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH]); extern "C" char * _mesa_program_state_string(const gl_state_index state[STATE_LENGTH]); static inline gl_shader_stage _mesa_shader_enum_to_shader_stage(GLenum v) { switch (v) { case GL_VERTEX_SHADER: return MESA_SHADER_VERTEX; case GL_FRAGMENT_SHADER: return MESA_SHADER_FRAGMENT; case GL_GEOMETRY_SHADER: return MESA_SHADER_GEOMETRY; case GL_TESS_CONTROL_SHADER: return MESA_SHADER_TESS_CTRL; case GL_TESS_EVALUATION_SHADER: return MESA_SHADER_TESS_EVAL; case GL_COMPUTE_SHADER: return MESA_SHADER_COMPUTE; default: assert(!"bad value in _mesa_shader_enum_to_shader_stage()"); return MESA_SHADER_VERTEX; } } /** * Initialize the given gl_context structure to a reasonable set of * defaults representing the minimum capabilities required by the * OpenGL spec. * * This is used when compiling builtin functions and in testing, when * we don't have a connection to an actual driver. */ void initialize_context_to_defaults(struct gl_context *ctx, gl_api api); #endif /* STANDALONE_SCAFFOLDING_H */