Previously ureg would always call the driver's create-shader function. This
allows the caller the opportunity to hold onto the tokens if it needs to
reuse them, eg. to create an internal draw shader.
}
+const struct tgsi_token *ureg_get_tokens( struct ureg_program *ureg,
+ unsigned *nr_tokens )
+{
+ const struct tgsi_token *tokens;
+
+ ureg_finalize(ureg);
+
+ tokens = &ureg->domain[DOMAIN_DECL].tokens[0].token;
+
+ if (nr_tokens)
+ *nr_tokens = ureg->domain[DOMAIN_DECL].size;
+
+ ureg->domain[DOMAIN_DECL].tokens = 0;
+ ureg->domain[DOMAIN_DECL].size = 0;
+ ureg->domain[DOMAIN_DECL].order = 0;
+ ureg->domain[DOMAIN_DECL].count = 0;
+
+ return tokens;
+}
struct ureg_program *ureg_create( unsigned processor )
const struct tgsi_token *
ureg_finalize( struct ureg_program * );
+/* Create and return a shader:
+ */
void *
ureg_create_shader( struct ureg_program *,
struct pipe_context *pipe );
+
+/* Alternately, return the built token stream and hand ownership of
+ * that memory to the caller:
+ */
+const struct tgsi_token *
+ureg_get_tokens( struct ureg_program *ureg,
+ unsigned *nr_tokens );
+
+
void
ureg_destroy( struct ureg_program * );