}
}
+/* 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) {
+ default:
+ 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;
+ }
+}
+
+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;
+ }
+}
+
+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_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;
+ }
+}
+
+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_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;
+ }
+}
#ifdef __cplusplus
}