X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Fshaderobj.h;h=97b8ce7ac233f55c22561374ce4679cfbfd943f6;hb=167f6a33fa7be914f4b5171eeeb82bc5e01255f9;hp=d6b37b45963c31e1f3c8ba193ff06a977a5b2c19;hpb=a37b2219d6e3f299379c6434d65f300660d12c3e;p=mesa.git diff --git a/src/mesa/main/shaderobj.h b/src/mesa/main/shaderobj.h index d6b37b45963..97b8ce7ac23 100644 --- a/src/mesa/main/shaderobj.h +++ b/src/mesa/main/shaderobj.h @@ -1,6 +1,5 @@ /* * Mesa 3-D graphics library - * Version: 6.5.3 * * Copyright (C) 2004-2007 Brian Paul All Rights Reserved. * @@ -17,9 +16,10 @@ * 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. */ @@ -27,52 +27,228 @@ #define SHADEROBJ_H -#include "glheader.h" -#include "mtypes.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_reference_shader(GLcontext *ctx, struct gl_shader **ptr, +_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(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); +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, + struct gl_shader_program *shProg) +{ + if (*ptr != shProg) + _mesa_reference_shader_program_(ctx, ptr, shProg); +} + +extern struct gl_shader * +_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(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, +_mesa_clear_shader_program_data(struct gl_context *ctx, 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 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; + case MESA_SHADER_NONE: + break; + } + 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; + case MESA_SHADER_NONE: + break; + } + unreachable("not reached"); +} + +extern bool +_mesa_validate_pipeline_io(struct gl_pipeline_object *); + +#ifdef __cplusplus +} +#endif #endif /* SHADEROBJ_H */