glsl2: Move the compiler to the subdirectory it will live in in Mesa.
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155
src/glsl/program.h
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155
src/glsl/program.h
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/*
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* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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* Copyright © 2010 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <GL/gl.h>
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#include "main/mtypes.h"
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/**
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* Based on gl_shader in Mesa's mtypes.h.
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*/
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struct glsl_shader {
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GLenum Type;
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GLuint Name;
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GLint RefCount;
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GLboolean DeletePending;
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GLboolean CompileStatus;
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const GLchar *Source; /**< Source code string */
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size_t SourceLen;
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GLchar *InfoLog;
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struct exec_list ir;
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struct glsl_symbol_table *symbols;
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};
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typedef int gl_state_index;
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#define STATE_LENGTH 5
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/**
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* Program parameter.
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* Used by shaders/programs for uniforms, constants, varying vars, etc.
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*/
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struct gl_program_parameter
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{
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const char *Name; /**< Null-terminated string */
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gl_register_file Type; /**< PROGRAM_NAMED_PARAM, CONSTANT or STATE_VAR */
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GLenum DataType; /**< GL_FLOAT, GL_FLOAT_VEC2, etc */
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/**
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* Number of components (1..4), or more.
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* If the number of components is greater than 4,
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* this parameter is part of a larger uniform like a GLSL matrix or array.
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* The next program parameter's Size will be Size-4 of this parameter.
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*/
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GLuint Size;
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GLboolean Used; /**< Helper flag for GLSL uniform tracking */
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GLboolean Initialized; /**< Has the ParameterValue[] been set? */
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GLbitfield Flags; /**< Bitmask of PROG_PARAM_*_BIT */
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/**
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* A sequence of STATE_* tokens and integers to identify GL state.
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*/
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gl_state_index StateIndexes[STATE_LENGTH];
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};
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/**
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* List of gl_program_parameter instances.
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*/
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struct gl_program_parameter_list
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{
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GLuint Size; /**< allocated size of Parameters, ParameterValues */
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GLuint NumParameters; /**< number of parameters in arrays */
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struct gl_program_parameter *Parameters; /**< Array [Size] */
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GLfloat (*ParameterValues)[4]; /**< Array [Size] of GLfloat[4] */
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GLbitfield StateFlags; /**< _NEW_* flags indicating which state changes
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might invalidate ParameterValues[] */
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};
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/**
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* Shader program uniform variable.
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* The glGetUniformLocation() and glUniform() commands will use this
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* information.
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* Note that a uniform such as "binormal" might be used in both the
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* vertex shader and the fragment shader. When glUniform() is called to
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* set the uniform's value, it must be updated in both the vertex and
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* fragment shaders. The uniform may be in different locations in the
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* two shaders so we keep track of that here.
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*/
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struct gl_uniform
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{
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const char *Name; /**< Null-terminated string */
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GLint VertPos;
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GLint FragPos;
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GLboolean Initialized; /**< For debug. Has this uniform been set? */
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#if 0
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GLenum DataType; /**< GL_FLOAT, GL_FLOAT_VEC2, etc */
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GLuint Size; /**< Number of components (1..4) */
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#endif
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};
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/**
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* List of gl_uniforms
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*/
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struct gl_uniform_list
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{
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GLuint Size; /**< allocated size of Uniforms array */
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GLuint NumUniforms; /**< number of uniforms in the array */
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struct gl_uniform *Uniforms; /**< Array [Size] */
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};
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/**
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* Based on gl_shader_program in Mesa's mtypes.h.
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*/
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struct glsl_program {
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GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
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GLuint Name; /**< aka handle or ID */
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GLint RefCount; /**< Reference count */
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GLboolean DeletePending;
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GLuint NumShaders; /**< number of attached shaders */
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struct glsl_shader **Shaders; /**< List of attached the shaders */
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/**
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* Per-stage shaders resulting from the first stage of linking.
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*/
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/*@{*/
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unsigned _NumLinkedShaders;
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struct glsl_shader **_LinkedShaders;
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/*@}*/
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/** User-defined attribute bindings (glBindAttribLocation) */
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struct gl_program_parameter_list *Attributes;
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/* post-link info: */
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struct gl_uniform_list *Uniforms;
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struct gl_program_parameter_list *Varying;
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GLboolean LinkStatus; /**< GL_LINK_STATUS */
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GLboolean Validated;
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GLboolean _Used; /**< Ever used for drawing? */
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GLchar *InfoLog;
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};
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extern void
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link_shaders(struct glsl_program *prog);
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