glsl: move to compiler/
Signed-off-by: Emil Velikov <emil.velikov@collabora.com> Acked-by: Matt Turner <mattst88@gmail.com> Acked-by: Jose Fonseca <jfonseca@vmware.com>
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Emil Velikov

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src/compiler/glsl/ir_uniform.h
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src/compiler/glsl/ir_uniform.h
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/*
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* Copyright © 2011 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 (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* 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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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#pragma once
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#ifndef IR_UNIFORM_H
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#define IR_UNIFORM_H
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/* stdbool.h is necessary because this file is included in both C and C++ code.
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*/
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#include <stdbool.h>
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#include "program/prog_parameter.h" /* For union gl_constant_value. */
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/**
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* Used by GL_ARB_explicit_uniform_location extension code in the linker
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* and glUniform* functions to identify inactive explicit uniform locations.
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*/
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#define INACTIVE_UNIFORM_EXPLICIT_LOCATION ((gl_uniform_storage *) -1)
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#ifdef __cplusplus
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extern "C" {
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#endif
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enum PACKED gl_uniform_driver_format {
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uniform_native = 0, /**< Store data in the native format. */
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uniform_int_float, /**< Store integer data as floats. */
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};
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struct gl_uniform_driver_storage {
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/**
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* Number of bytes from one array element to the next.
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*/
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uint8_t element_stride;
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/**
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* Number of bytes from one vector in a matrix to the next.
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*/
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uint8_t vector_stride;
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/**
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* Base format of the stored data.
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*/
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enum gl_uniform_driver_format format;
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/**
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* Pointer to the base of the data.
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*/
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void *data;
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};
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struct gl_opaque_uniform_index {
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/**
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* Base opaque uniform index
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*
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* If \c gl_uniform_storage::base_type is an opaque type, this
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* represents its uniform index. If \c
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* gl_uniform_storage::array_elements is not zero, the array will
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* use opaque uniform indices \c index through \c index + \c
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* gl_uniform_storage::array_elements - 1, inclusive.
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*
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* Note that the index may be different in each shader stage.
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*/
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uint8_t index;
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/**
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* Whether this opaque uniform is used in this shader stage.
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*/
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bool active;
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};
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struct gl_uniform_storage {
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char *name;
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/** Type of this uniform data stored.
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*
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* In the case of an array, it's the type of a single array element.
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*/
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const struct glsl_type *type;
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/**
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* The number of elements in this uniform.
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*
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* For non-arrays, this is always 0. For arrays, the value is the size of
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* the array.
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*/
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unsigned array_elements;
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/**
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* Has this uniform ever been set?
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*/
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bool initialized;
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struct gl_opaque_uniform_index opaque[MESA_SHADER_STAGES];
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/**
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* Storage used by the driver for the uniform
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*/
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unsigned num_driver_storage;
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struct gl_uniform_driver_storage *driver_storage;
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/**
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* Storage used by Mesa for the uniform
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*
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* This form of the uniform is used by Mesa's implementation of \c
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* glGetUniform. It can also be used by drivers to obtain the value of the
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* uniform if the \c ::driver_storage interface is not used.
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*/
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union gl_constant_value *storage;
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/** Fields for GL_ARB_uniform_buffer_object
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* @{
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*/
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/**
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* GL_UNIFORM_BLOCK_INDEX: index of the uniform block containing
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* the uniform, or -1 for the default uniform block. Note that the
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* index is into the linked program's UniformBlocks[] array, not
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* the linked shader's.
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*/
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int block_index;
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/** GL_UNIFORM_OFFSET: byte offset within the uniform block, or -1. */
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int offset;
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/**
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* GL_UNIFORM_MATRIX_STRIDE: byte stride between columns or rows of
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* a matrix. Set to 0 for non-matrices in UBOs, or -1 for uniforms
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* in the default uniform block.
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*/
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int matrix_stride;
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/**
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* GL_UNIFORM_ARRAY_STRIDE: byte stride between elements of the
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* array. Set to zero for non-arrays in UBOs, or -1 for uniforms
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* in the default uniform block.
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*/
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int array_stride;
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/** GL_UNIFORM_ROW_MAJOR: true iff it's a row-major matrix in a UBO */
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bool row_major;
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/** @} */
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/**
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* This is a compiler-generated uniform that should not be advertised
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* via the API.
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*/
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bool hidden;
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/**
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* This is a built-in uniform that should not be modified through any gl API.
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*/
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bool builtin;
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/**
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* This is a shader storage buffer variable, not an uniform.
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*/
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bool is_shader_storage;
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/**
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* Index within gl_shader_program::AtomicBuffers[] of the atomic
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* counter buffer this uniform is stored in, or -1 if this is not
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* an atomic counter.
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*/
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int atomic_buffer_index;
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/**
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* The 'base location' for this uniform in the uniform remap table. For
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* arrays this is the first element in the array.
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* for subroutines this is in shader subroutine uniform remap table.
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*/
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unsigned remap_location;
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/**
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* The number of compatible subroutines with this subroutine uniform.
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*/
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unsigned num_compatible_subroutines;
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/**
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* A single integer identifying the number of active array elements of
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* the top-level shader storage block member (GL_TOP_LEVEL_ARRAY_SIZE).
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*/
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unsigned top_level_array_size;
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/**
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* A single integer identifying the stride between array elements of the
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* top-level shader storage block member. (GL_TOP_LEVEL_ARRAY_STRIDE).
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*/
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unsigned top_level_array_stride;
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};
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#ifdef __cplusplus
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}
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#endif
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#endif /* IR_UNIFORM_H */
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