1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
|
/*
* 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.
*
* Authors:
* Eric Anholt <eric@anholt.net>
*
*/
extern "C" {
#include "main/macros.h"
#include "main/shaderobj.h"
#include "program/prog_parameter.h"
#include "program/prog_print.h"
#include "program/prog_optimize.h"
#include "brw_context.h"
#include "brw_eu.h"
#include "brw_wm.h"
#include "talloc.h"
}
#include "../glsl/ir_optimization.h"
struct gl_shader *
brw_new_shader(GLcontext *ctx, GLuint name, GLuint type)
{
struct brw_shader *shader;
shader = talloc_zero(NULL, struct brw_shader);
shader->base.Type = type;
shader->base.Name = name;
if (shader) {
_mesa_init_shader(ctx, &shader->base);
}
return &shader->base;
}
struct gl_shader_program *
brw_new_shader_program(GLcontext *ctx, GLuint name)
{
struct brw_shader_program *prog;
prog = talloc_zero(NULL, struct brw_shader_program);
if (prog) {
_mesa_init_shader_program(ctx, &prog->base);
}
return &prog->base;
}
GLboolean
brw_compile_shader(GLcontext *ctx, struct gl_shader *shader)
{
if (!_mesa_ir_compile_shader(ctx, shader))
return GL_FALSE;
return GL_TRUE;
}
GLboolean
brw_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
{
static int using_new_fs = -1;
if (using_new_fs == -1)
using_new_fs = getenv("INTEL_NEW_FS") != NULL;
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
struct gl_shader *shader = prog->_LinkedShaders[i];
if (using_new_fs && shader->Type == GL_FRAGMENT_SHADER) {
do_mat_op_to_vec(shader->ir);
brw_do_channel_expressions(shader->ir);
}
}
if (!_mesa_ir_link_shader(ctx, prog))
return GL_FALSE;
return GL_TRUE;
}
|