/* * Mesa 3-D graphics library * * Copyright (C) 2004-2007 Brian Paul All Rights Reserved. * * 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 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. */ #ifndef SHADEROBJ_H #define SHADEROBJ_H #include "main/glheader.h" #include "main/mtypes.h" #include "program/ir_to_mesa.h" #ifdef __cplusplus extern "C" { #endif /** * Internal functions */ extern void _mesa_init_shader_state(struct gl_context * ctx); extern void _mesa_free_shader_state(struct gl_context *ctx); extern void _mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr, struct gl_shader *sh); extern struct gl_shader * _mesa_lookup_shader(struct gl_context *ctx, GLuint name); extern struct gl_shader * _mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller); extern void _mesa_reference_shader_program_(struct gl_context *ctx, struct gl_shader_program **ptr, struct gl_shader_program *shProg); void _mesa_reference_shader_program_data(struct gl_context *ctx, struct gl_shader_program_data **ptr, struct gl_shader_program_data *data); static inline void _mesa_reference_shader_program(struct gl_context *ctx, struct gl_shader_program **ptr, struct gl_shader_program *shProg) { if (*ptr != shProg) _mesa_reference_shader_program_(ctx, ptr, shProg); } extern struct gl_shader * _mesa_new_shader(GLuint name, gl_shader_stage type); extern void _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh); extern void _mesa_delete_linked_shader(struct gl_context *ctx, struct gl_linked_shader *sh); extern struct gl_shader_program * _mesa_lookup_shader_program(struct gl_context *ctx, GLuint name); extern struct gl_shader_program * _mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name, const char *caller); extern struct gl_shader_program * _mesa_new_shader_program(GLuint name); extern struct gl_shader_program_data * _mesa_create_shader_program_data(void); extern void _mesa_clear_shader_program_data(struct gl_context *ctx, struct gl_shader_program *shProg); extern void _mesa_free_shader_program_data(struct gl_context *ctx, struct gl_shader_program *shProg); extern void _mesa_delete_shader_program(struct gl_context *ctx, struct gl_shader_program *shProg); extern void _mesa_init_shader_object_functions(struct dd_function_table *driver); 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: unreachable("bad value in _mesa_shader_enum_to_shader_stage()"); } } /* 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) { 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; } unreachable("not reached"); } 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; } unreachable("not reached"); } static inline GLenum _mesa_shader_stage_to_subroutine(gl_shader_stage stage) { switch (stage) { 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; case MESA_SHADER_NONE: break; } unreachable("not reached"); } static inline GLenum _mesa_shader_stage_to_subroutine_uniform(gl_shader_stage stage) { switch (stage) { 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; case MESA_SHADER_NONE: break; } unreachable("not reached"); } extern bool _mesa_validate_pipeline_io(struct gl_pipeline_object *); #ifdef __cplusplus } #endif #endif /* SHADEROBJ_H */