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/*
* Copyright © 2018 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.
*/
#ifndef GLSL_LINKER_UTIL_H
#define GLSL_LINKER_UTIL_H
struct gl_shader_program;
struct gl_uniform_storage;
#ifdef __cplusplus
extern "C" {
#endif
/**
* Sometimes there are empty slots left over in UniformRemapTable after we
* allocate slots to explicit locations. This struct represents a single
* continouous block of empty slots in UniformRemapTable.
*/
struct empty_uniform_block {
struct exec_node link;
/* The start location of the block */
unsigned start;
/* The number of slots in the block */
unsigned slots;
};
void
linker_error(struct gl_shader_program *prog, const char *fmt, ...);
void
linker_warning(struct gl_shader_program *prog, const char *fmt, ...);
bool
link_util_should_add_buffer_variable(struct gl_shader_program *prog,
struct gl_uniform_storage *uniform,
int top_level_array_base_offset,
int top_level_array_size_in_bytes,
int second_element_offset,
int block_index);
bool
link_util_add_program_resource(struct gl_shader_program *prog,
struct set *resource_set,
GLenum type, const void *data, uint8_t stages);
int
link_util_find_empty_block(struct gl_shader_program *prog,
struct gl_uniform_storage *uniform);
void
link_util_update_empty_uniform_locations(struct gl_shader_program *prog);
#ifdef __cplusplus
}
#endif
#endif /* GLSL_LINKER_UTIL_H */
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