#ifndef GLSL_LINKER_H
#define GLSL_LINKER_H
+#include "linker_util.h"
+
+struct gl_shader_program;
+struct gl_shader;
+struct gl_linked_shader;
+
extern bool
link_function_calls(gl_shader_program *prog, gl_linked_shader *main,
gl_shader **shader_list, unsigned num_shaders);
bool
validate_intrastage_arrays(struct gl_shader_program *prog,
ir_variable *const var,
- ir_variable *const existing);
+ ir_variable *const existing,
+ bool match_precision = true);
void
validate_intrastage_interface_blocks(struct gl_shader_program *prog,
unsigned num_shaders,
bool allow_missing_main);
+extern unsigned
+link_calculate_matrix_stride(const glsl_type *matrix, bool row_major,
+ enum glsl_interface_packing packing);
+
/**
* Class for processing all of the leaf fields of a variable that corresponds
* to a program resource.
* matter. For example, enumerating the names of members of the block, but
* not for determining the offsets of members.
*/
- void process(ir_variable *var);
+ void process(ir_variable *var, bool use_std430_as_default);
+
+ /**
+ * Begin processing a variable
+ *
+ * Classes that overload this function should call \c ::process from the
+ * base class to start the recursive processing of the variable.
+ *
+ * \param var The variable that is to be processed
+ * \param var_type The glsl_type reference of the variable
+ *
+ * Calls \c ::visit_field for each leaf of the variable.
+ *
+ * \warning
+ * When processing a uniform block, this entry should only be used in cases
+ * where the row / column ordering of matrices in the block does not
+ * matter. For example, enumerating the names of members of the block, but
+ * not for determining the offsets of members.
+ */
+ void process(ir_variable *var, const glsl_type *var_type,
+ bool use_std430_as_default);
/**
* Begin processing a variable of a structured type.
* \c type must be \c GLSL_TYPE_RECORD, \c GLSL_TYPE_INTERFACE, or an array
* there of.
*/
- void process(const glsl_type *type, const char *name);
+ void process(const glsl_type *type, const char *name,
+ bool use_std430_as_default);
protected:
/**
const enum glsl_interface_packing packing,
bool last_field) = 0;
- /**
- * Visit a record before visiting its fields
- *
- * For structures-of-structures or interfaces-of-structures, this visits
- * the inner structure before visiting its fields.
- *
- * The default implementation does nothing.
- */
- virtual void visit_field(const glsl_struct_field *field);
-
virtual void enter_record(const glsl_type *type, const char *name,
bool row_major, const enum glsl_interface_packing packing);
const glsl_struct_field *named_ifc_member);
};
-void
-linker_error(gl_shader_program *prog, const char *fmt, ...);
-
-void
-linker_warning(gl_shader_program *prog, const char *fmt, ...);
-
-/**
- * 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;
-};
-
#endif /* GLSL_LINKER_H */