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/*
* Copyright © 2018 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.
*/
#ifndef GLSL_LINKER_UTIL_H
#define GLSL_LINKER_UTIL_H
#include "util/bitset.h"
#include "util/glheader.h"
#include "compiler/glsl/list.h"
#include "compiler/glsl_types.h"
#include "main/mtypes.h"
#include "main/shader_types.h"
struct gl_constants;
struct gl_shader_program;
struct gl_uniform_storage;
struct set;
/**
* Built-in / reserved GL variables names start with "gl_"
*/
static inline bool
is_gl_identifier(const char *s)
{
return s && s[0] == 'g' && s[1] == 'l' && s[2] == '_';
}
static inline GLenum
glsl_get_gl_type(const struct glsl_type *t)
{
return t->gl_type;
}
#ifdef __cplusplus
extern "C" {
#endif
/**
* Sometimes there are empty slots left over in UniformRemapTable after we
* allocate slots to explicit locations. This struct represents a single
* continouous block of empty slots in UniformRemapTable.
*/
struct empty_uniform_block {
struct exec_node link;
/* The start location of the block */
unsigned start;
/* The number of slots in the block */
unsigned slots;
};
/**
* Describes an access of an array element or an access of the whole array
*/
struct array_deref_range {
/**
* Index that was accessed.
*
* All valid array indices are less than the size of the array. If index
* is equal to the size of the array, this means the entire array has been
* accessed (e.g., due to use of a non-constant index).
*/
unsigned index;
/** Size of the array. Used for offset calculations. */
unsigned size;
};
void
link_shaders_init(struct gl_context *ctx, struct gl_shader_program *prog);
void
linker_error(struct gl_shader_program *prog, const char *fmt, ...);
void
linker_warning(struct gl_shader_program *prog, const char *fmt, ...);
long
link_util_parse_program_resource_name(const GLchar *name, const size_t len,
const GLchar **out_base_name_end);
bool
link_util_should_add_buffer_variable(struct gl_shader_program *prog,
struct gl_uniform_storage *uniform,
int top_level_array_base_offset,
int top_level_array_size_in_bytes,
int second_element_offset,
int block_index);
bool
link_util_add_program_resource(struct gl_shader_program *prog,
struct set *resource_set,
GLenum type, const void *data, uint8_t stages);
int
link_util_find_empty_block(struct gl_shader_program *prog,
struct gl_uniform_storage *uniform);
void
link_util_update_empty_uniform_locations(struct gl_shader_program *prog);
void
link_util_check_subroutine_resources(struct gl_shader_program *prog);
void
link_util_check_uniform_resources(const struct gl_constants *consts,
struct gl_shader_program *prog);
void
link_util_calculate_subroutine_compat(struct gl_shader_program *prog);
void
link_util_mark_array_elements_referenced(const struct array_deref_range *dr,
unsigned count, unsigned array_depth,
BITSET_WORD *bits);
void
resource_name_updated(struct gl_resource_name *name);
/**
* Get the string value for an interpolation qualifier
*
* \return The string that would be used in a shader to specify \c
* mode will be returned.
*
* This function is used to generate error messages of the form "shader
* uses %s interpolation qualifier", so in the case where there is no
* interpolation qualifier, it returns "no".
*
* This function should only be used on a shader input or output variable.
*/
const char *interpolation_string(unsigned interpolation);
/**
* \brief Can \c from be implicitly converted to \c desired
*
* \return True if the types are identical or if \c from type can be converted
* to \c desired according to Section 4.1.10 of the GLSL spec.
*
* \verbatim
* From page 25 (31 of the pdf) of the GLSL 1.50 spec, Section 4.1.10
* Implicit Conversions:
*
* In some situations, an expression and its type will be implicitly
* converted to a different type. The following table shows all allowed
* implicit conversions:
*
* Type of expression | Can be implicitly converted to
* --------------------------------------------------
* int float
* uint
*
* ivec2 vec2
* uvec2
*
* ivec3 vec3
* uvec3
*
* ivec4 vec4
* uvec4
*
* There are no implicit array or structure conversions. For example,
* an array of int cannot be implicitly converted to an array of float.
* There are no implicit conversions between signed and unsigned
* integers.
* \endverbatim
*/
extern bool _mesa_glsl_can_implicitly_convert(const glsl_type *from, const glsl_type *desired,
bool has_implicit_conversions,
bool has_implicit_int_to_uint_conversion);
#ifdef __cplusplus
}
#endif
#endif /* GLSL_LINKER_UTIL_H */