#define SHADEROBJ_H
-#include "main/compiler.h"
#include "main/glheader.h"
-#include "main/mtypes.h"
+#include "compiler/shader_enums.h"
#include "program/ir_to_mesa.h"
+#include "util/macros.h"
#ifdef __cplusplus
extern "C" {
#endif
+struct gl_shader_program_data;
+struct gl_linked_shader;
+struct dd_function_table;
+struct gl_pipeline_object;
/**
* Internal functions
struct gl_shader_program **ptr,
struct gl_shader_program *shProg);
+void
+_mesa_reference_shader_program_data(struct gl_context *ctx,
+ struct gl_shader_program_data **ptr,
+ struct gl_shader_program_data *data);
+
static inline void
_mesa_reference_shader_program(struct gl_context *ctx,
struct gl_shader_program **ptr,
_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);
+_mesa_new_shader(GLuint name, gl_shader_stage type);
extern void
_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh);
+extern void
+_mesa_delete_linked_shader(struct gl_context *ctx,
+ struct gl_linked_shader *sh);
+
extern struct gl_shader_program *
_mesa_lookup_shader_program(struct gl_context *ctx, GLuint name);
extern struct gl_shader_program *
_mesa_new_shader_program(GLuint name);
+extern struct gl_shader_program_data *
+_mesa_create_shader_program_data(void);
+
extern void
-_mesa_clear_shader_program_data(struct gl_shader_program *shProg);
+_mesa_clear_shader_program_data(struct gl_context *ctx,
+ struct gl_shader_program *shProg);
extern void
_mesa_free_shader_program_data(struct gl_context *ctx,
case GL_COMPUTE_SHADER:
return MESA_SHADER_COMPUTE;
default:
- assert(0 && "bad value in _mesa_shader_enum_to_shader_stage()");
- return MESA_SHADER_VERTEX;
+ unreachable("bad value in _mesa_shader_enum_to_shader_stage()");
}
}
_mesa_shader_stage_from_subroutine_uniform(GLenum subuniform)
{
switch (subuniform) {
- default:
case GL_VERTEX_SUBROUTINE_UNIFORM:
return MESA_SHADER_VERTEX;
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
return MESA_SHADER_TESS_EVAL;
}
+ unreachable("not reached");
}
static inline gl_shader_stage
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) {
- default:
case MESA_SHADER_VERTEX:
return GL_VERTEX_SUBROUTINE;
case MESA_SHADER_GEOMETRY:
return GL_TESS_CONTROL_SUBROUTINE;
case MESA_SHADER_TESS_EVAL:
return GL_TESS_EVALUATION_SUBROUTINE;
+ case MESA_SHADER_NONE:
+ break;
+ case MESA_SHADER_KERNEL:
+ unreachable("not reached");
+ break;
}
+ unreachable("not reached");
}
static inline GLenum
_mesa_shader_stage_to_subroutine_uniform(gl_shader_stage stage)
{
switch (stage) {
- default:
case MESA_SHADER_VERTEX:
return GL_VERTEX_SUBROUTINE_UNIFORM;
case MESA_SHADER_GEOMETRY:
return GL_TESS_CONTROL_SUBROUTINE_UNIFORM;
case MESA_SHADER_TESS_EVAL:
return GL_TESS_EVALUATION_SUBROUTINE_UNIFORM;
+ case MESA_SHADER_NONE:
+ case MESA_SHADER_KERNEL:
+ break;
}
+ unreachable("not reached");
}
+extern bool
+_mesa_validate_pipeline_io(struct gl_pipeline_object *);
+
#ifdef __cplusplus
}
#endif