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/*
* 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 <assert.h>
#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" 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 */
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