/* -*- c++ -*- */ /* * Copyright © 2010 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. */ #pragma once #ifndef GLSL_LINKER_H #define GLSL_LINKER_H extern bool link_function_calls(gl_shader_program *prog, gl_shader *main, gl_shader **shader_list, unsigned num_shaders); extern void link_invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode, int generic_base); extern void link_assign_uniform_locations(struct gl_shader_program *prog); extern void link_set_uniform_initializers(struct gl_shader_program *prog); extern int link_cross_validate_uniform_block(void *mem_ctx, struct gl_uniform_block **linked_blocks, unsigned int *num_linked_blocks, struct gl_uniform_block *new_block); void link_assign_uniform_block_offsets(struct gl_shader *shader); extern bool link_uniform_blocks_are_compatible(const gl_uniform_block *a, const gl_uniform_block *b); /** * Class for processing all of the leaf fields of an uniform * * Leaves are, roughly speaking, the parts of the uniform that the application * could query with \c glGetUniformLocation (or that could be returned by * \c glGetActiveUniforms). * * Classes my derive from this class to implement specific functionality. * This class only provides the mechanism to iterate over the leaves. Derived * classes must implement \c ::visit_field and may override \c ::process. */ class uniform_field_visitor { public: /** * Begin processing a uniform * * Classes that overload this function should call \c ::process from the * base class to start the recursive processing of the uniform. * * \param var The uniform variable that is to be processed * * Calls \c ::visit_field for each leaf of the uniform. */ void process(ir_variable *var); protected: /** * Method invoked for each leaf of the uniform * * \param type Type of the field. * \param name Fully qualified name of the field. */ virtual void visit_field(const glsl_type *type, const char *name) = 0; private: /** * \param name_length Length of the current name \b not including the * terminating \c NUL character. */ void recursion(const glsl_type *t, char **name, size_t name_length); }; void linker_error(gl_shader_program *prog, const char *fmt, ...); void linker_warning(gl_shader_program *prog, const char *fmt, ...); unsigned count_attribute_slots(const glsl_type *t); #endif /* GLSL_LINKER_H */