+++ /dev/null
-/*
- * Copyright © 2015 Intel Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * 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
- * 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.
- */
-
-#pragma once
-
-#define _GLSL_SRC_VAR2(_line) _glsl_helpers_shader ## _line ## _glsl_src
-#define _GLSL_SRC_VAR(_line) _GLSL_SRC_VAR2(_line)
-
-#define GLSL_VK_SHADER(device, stage, ...) ({ \
- VkShader __shader; \
- VkShaderCreateInfo __shader_create_info = { \
- .sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO, \
- .codeSize = sizeof(_GLSL_SRC_VAR(__LINE__)), \
- .pCode = _GLSL_SRC_VAR(__LINE__), \
- .flags = (1 << 31) /* GLSL back-door hack */ \
- }; \
- anv_CreateShader((VkDevice) device, &__shader_create_info, &__shader); \
- __shader; \
-})
* This file is autogenerated by glsl_scraper.py.
*/
-#include <stdint.h>""")
+#include <stdint.h>
+
+#define _GLSL_SRC_VAR2(_line) _glsl_helpers_shader ## _line ## _glsl_src
+#define _GLSL_SRC_VAR(_line) _GLSL_SRC_VAR2(_line)
+
+#define GLSL_VK_SHADER(device, stage, ...) ({ \\
+ VkShader __shader; \\
+ VkShaderCreateInfo __shader_create_info = { \\
+ .sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO, \\
+ .codeSize = sizeof(_GLSL_SRC_VAR(__LINE__)), \\
+ .pCode = _GLSL_SRC_VAR(__LINE__), \\
+ }; \\
+ vkCreateShader((VkDevice) device, &__shader_create_info, &__shader); \\
+ __shader; \\
+})
+""")
for shader in parser.shaders:
shader.dump_c_code(outfile, glsl_only)