#define GLSL_LINKER_H
extern bool
-link_function_calls(gl_shader_program *prog, gl_shader *main,
- gl_shader **shader_list, unsigned num_shaders);
+link_function_calls(gl_shader_program *prog, gl_linked_shader *main,
+ gl_shader **shader_list, unsigned num_shaders);
extern void
link_invalidate_variable_locations(exec_list *ir);
extern void
link_assign_uniform_locations(struct gl_shader_program *prog,
- unsigned int boolean_true);
+ struct gl_context *ctx);
extern void
link_set_uniform_initializers(struct gl_shader_program *prog,
extern int
link_cross_validate_uniform_block(void *mem_ctx,
- struct gl_uniform_block **linked_blocks,
- unsigned int *num_linked_blocks,
- struct gl_uniform_block *new_block);
-
-extern bool
-link_uniform_blocks_are_compatible(const gl_uniform_block *a,
- const gl_uniform_block *b);
+ struct gl_uniform_block **linked_blocks,
+ unsigned int *num_linked_blocks,
+ struct gl_uniform_block *new_block);
-extern unsigned
+extern void
link_uniform_blocks(void *mem_ctx,
struct gl_context *ctx,
struct gl_shader_program *prog,
- struct gl_shader **shader_list,
- unsigned num_shaders,
- struct gl_uniform_block **blocks_ret);
+ struct gl_linked_shader *shader,
+ struct gl_uniform_block **ubo_blocks,
+ unsigned *num_ubo_blocks,
+ struct gl_uniform_block **ssbo_blocks,
+ unsigned *num_ssbo_blocks);
bool
validate_intrastage_arrays(struct gl_shader_program *prog,
void
validate_interstage_inout_blocks(struct gl_shader_program *prog,
- const gl_shader *producer,
- const gl_shader *consumer);
+ const gl_linked_shader *producer,
+ const gl_linked_shader *consumer);
void
validate_interstage_uniform_blocks(struct gl_shader_program *prog,
- gl_shader **stages, int num_stages);
+ gl_linked_shader **stages);
+
+unsigned
+values_for_type(const glsl_type *type);
extern void
link_assign_atomic_counter_resources(struct gl_context *ctx,
link_check_atomic_counter_resources(struct gl_context *ctx,
struct gl_shader_program *prog);
+
+extern struct gl_linked_shader *
+link_intrastage_shaders(void *mem_ctx,
+ struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ struct gl_shader **shader_list,
+ unsigned num_shaders,
+ bool allow_missing_main);
+
/**
* Class for processing all of the leaf fields of a variable that corresponds
* to a program resource.
* \param last_field Set if \c name is the last field of the structure
* containing it. This will always be false for items
* not contained in a structure or interface block.
- *
- * The default implementation just calls the other \c visit_field method.
*/
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major, const glsl_type *record_type,
- const unsigned packing,
- bool last_field);
-
- /**
- * Method invoked for each leaf of the variable
- *
- * \param type Type of the field.
- * \param name Fully qualified name of the field.
- * \param row_major For a matrix type, is it stored row-major.
- */
- virtual void visit_field(const glsl_type *type, const char *name,
- bool row_major) = 0;
+ const enum glsl_interface_packing packing,
+ bool last_field) = 0;
/**
* Visit a record before visiting its fields
virtual void visit_field(const glsl_struct_field *field);
virtual void enter_record(const glsl_type *type, const char *name,
- bool row_major, const unsigned packing);
+ bool row_major, const enum glsl_interface_packing packing);
virtual void leave_record(const glsl_type *type, const char *name,
- bool row_major, const unsigned packing);
+ bool row_major, const enum glsl_interface_packing packing);
+
+ virtual void set_buffer_offset(unsigned offset);
virtual void set_record_array_count(unsigned record_array_count);
*/
void recursion(const glsl_type *t, char **name, size_t name_length,
bool row_major, const glsl_type *record_type,
- const unsigned packing,
- bool last_field, unsigned record_array_count);
+ const enum glsl_interface_packing packing,
+ bool last_field, unsigned record_array_count,
+ const glsl_struct_field *named_ifc_member);
};
void
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 */