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
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
|
/*
* 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/compiler.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);
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 void
_mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader);
extern struct gl_shader *
_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type);
extern void
_mesa_delete_shader(struct gl_context *ctx, struct gl_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 void
_mesa_clear_shader_program_data(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;
}
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;
}
unreachable("not reached");
}
extern bool
_mesa_validate_pipeline_io(struct gl_pipeline_object *);
#ifdef __cplusplus
}
#endif
#endif /* SHADEROBJ_H */
|