#ifndef SHADEROBJ_H
#define SHADEROBJ_H
#include "main/glheader.h"
#include "compiler/shader_enums.h"
#include "program/ir_to_mesa.h"
#include "util/macros.h"
#ifdef __cplusplus
extern "C" {
#endif
struct gl_shader_program_data;
struct gl_linked_shader;
struct dd_function_table;
struct gl_pipeline_object;
extern void
_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(struct gl_context *ctx, GLuint name);
extern struct gl_shader *
_mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller);
extern void
_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(struct gl_context *ctx, GLuint name);
extern struct gl_shader_program *
_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 struct gl_shader_program_data *
_mesa_create_shader_program_data(void);
extern void
_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg);
extern void
_mesa_free_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg);
extern void
_mesa_delete_shader_program(struct gl_context *ctx,
struct gl_shader_program *shProg);
extern void
_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()");
}
}
#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;
case MESA_SHADER_KERNEL:
UNREACHABLE("not reached");
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:
case MESA_SHADER_KERNEL:
break;
}
UNREACHABLE("not reached");
}
extern bool
_mesa_validate_pipeline_io(struct gl_pipeline_object *);
#ifdef __cplusplus
}
#endif
#endif