/*
* Mesa 3-D graphics library
- * Version: 6.5.3
*
* Copyright (C) 2004-2007 Brian Paul All Rights Reserved.
*
* 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
- * BRIAN PAUL 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.
+ * 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.
*/
#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(GLcontext * ctx);
+_mesa_init_shader_state(struct gl_context * ctx);
extern void
-_mesa_free_shader_state(GLcontext *ctx);
+_mesa_free_shader_state(struct gl_context *ctx);
extern void
-_mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr,
+_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh);
extern struct gl_shader *
-_mesa_lookup_shader(GLcontext *ctx, GLuint name);
+_mesa_lookup_shader(struct gl_context *ctx, GLuint name);
extern struct gl_shader *
-_mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller);
+_mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller);
extern void
-_mesa_reference_shader_program(GLcontext *ctx,
+_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(GLcontext *ctx, struct gl_shader *shader);
+_mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader);
extern struct gl_shader *
-_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type);
+_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type);
extern void
-_mesa_init_shader_program(GLcontext *ctx, struct gl_shader_program *prog);
+_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh);
extern struct gl_shader_program *
-_mesa_lookup_shader_program(GLcontext *ctx, GLuint name);
+_mesa_lookup_shader_program(struct gl_context *ctx, GLuint name);
extern struct gl_shader_program *
-_mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name,
+_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(GLcontext *ctx,
- struct gl_shader_program *shProg);
+_mesa_clear_shader_program_data(struct gl_shader_program *shProg);
extern void
-_mesa_free_shader_program_data(GLcontext *ctx,
+_mesa_free_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg);
-
-
extern void
-_mesa_init_shader_object_functions(struct dd_function_table *driver);
+_mesa_delete_shader_program(struct gl_context *ctx,
+ struct gl_shader_program *shProg);
-extern void
-_mesa_init_shader_state(GLcontext *ctx);
extern void
-_mesa_free_shader_state(GLcontext *ctx);
+_mesa_init_shader_object_functions(struct dd_function_table *driver);
-static INLINE GLuint
-_mesa_shader_type_to_index(GLenum v)
+static inline gl_shader_stage
+_mesa_shader_enum_to_shader_stage(GLenum v)
{
- switch(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:
- ASSERT(0);
- return ~0;
+ unreachable("bad value in _mesa_shader_enum_to_shader_stage()");
}
}
-static INLINE GLenum
-_mesa_shader_index_to_type(GLuint i)
+/* 8 bytes + another underscore */
+#define MESA_SUBROUTINE_PREFIX_LEN 9
+static inline const char *
+_mesa_shader_stage_to_subroutine_prefix(gl_shader_stage stage)
{
- GLenum enums[MESA_SHADER_TYPES] = {
- GL_VERTEX_SHADER,
- GL_FRAGMENT_SHADER,
- GL_GEOMETRY_SHADER ,
- };
- if(i >= MESA_SHADER_TYPES)
- return 0;
- else
- return enums[i];
+ 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