mesa: add tessellation shader enums

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Fabian Bieler
2014-03-07 10:19:09 +01:00
committed by Marek Olšák
parent df3860a3e3
commit a2af956963
7 changed files with 30 additions and 4 deletions

View File

@@ -36,9 +36,11 @@
typedef enum
{
MESA_SHADER_VERTEX = 0,
MESA_SHADER_GEOMETRY = 1,
MESA_SHADER_FRAGMENT = 2,
MESA_SHADER_COMPUTE = 3,
MESA_SHADER_TESS_CTRL = 1,
MESA_SHADER_TESS_EVAL = 2,
MESA_SHADER_GEOMETRY = 3,
MESA_SHADER_FRAGMENT = 4,
MESA_SHADER_COMPUTE = 5,
} gl_shader_stage;
#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)

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@@ -945,6 +945,8 @@ _mesa_meta_end(struct gl_context *ctx)
if (state & MESA_META_SHADER) {
static const GLenum targets[] = {
GL_VERTEX_SHADER,
GL_TESS_CONTROL_SHADER,
GL_TESS_EVALUATION_SHADER,
GL_GEOMETRY_SHADER,
GL_FRAGMENT_SHADER,
};

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@@ -79,11 +79,13 @@ intel_debug_flag_for_shader_stage(gl_shader_stage stage)
{
uint64_t flags[] = {
[MESA_SHADER_VERTEX] = DEBUG_VS,
[MESA_SHADER_TESS_CTRL] = 0,
[MESA_SHADER_TESS_EVAL] = 0,
[MESA_SHADER_GEOMETRY] = DEBUG_GS,
[MESA_SHADER_FRAGMENT] = DEBUG_WM,
[MESA_SHADER_COMPUTE] = DEBUG_CS,
};
STATIC_ASSERT(MESA_SHADER_STAGES == 4);
STATIC_ASSERT(MESA_SHADER_STAGES == 6);
return flags[stage];
}

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@@ -478,6 +478,8 @@ init_program_limits(struct gl_constants *consts, gl_shader_stage stage,
prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
prog->MaxOutputComponents = 0; /* value not used */
break;
case MESA_SHADER_TESS_CTRL:
case MESA_SHADER_TESS_EVAL:
case MESA_SHADER_GEOMETRY:
prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;

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@@ -111,6 +111,10 @@ _mesa_shader_enum_to_shader_stage(GLenum v)
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:

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@@ -1015,6 +1015,12 @@ _mesa_write_shader_to_file(const struct gl_shader *shader)
case MESA_SHADER_FRAGMENT:
type = "frag";
break;
case MESA_SHADER_TESS_CTRL:
type = "tesc";
break;
case MESA_SHADER_TESS_EVAL:
type = "tese";
break;
case MESA_SHADER_VERTEX:
type = "vert";
break;

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@@ -216,6 +216,10 @@ _mesa_program_enum_to_shader_stage(GLenum v)
return MESA_SHADER_FRAGMENT;
case GL_GEOMETRY_PROGRAM_NV:
return MESA_SHADER_GEOMETRY;
case GL_TESS_CONTROL_PROGRAM_NV:
return MESA_SHADER_TESS_CTRL;
case GL_TESS_EVALUATION_PROGRAM_NV:
return MESA_SHADER_TESS_EVAL;
case GL_COMPUTE_PROGRAM_NV:
return MESA_SHADER_COMPUTE;
default:
@@ -235,6 +239,10 @@ _mesa_shader_stage_to_program(unsigned stage)
return GL_FRAGMENT_PROGRAM_ARB;
case MESA_SHADER_GEOMETRY:
return GL_GEOMETRY_PROGRAM_NV;
case MESA_SHADER_TESS_CTRL:
return GL_TESS_CONTROL_PROGRAM_NV;
case MESA_SHADER_TESS_EVAL:
return GL_TESS_EVALUATION_PROGRAM_NV;
case MESA_SHADER_COMPUTE:
return GL_COMPUTE_PROGRAM_NV;
}