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/program.h
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55
src/compiler/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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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "main/core.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern void
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_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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bool dump_ast, bool dump_hir);
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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extern void
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link_shaders(struct gl_context *ctx, struct gl_shader_program *prog);
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extern void
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build_program_resource_list(struct gl_shader_program *shProg);
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extern void
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linker_error(struct gl_shader_program *prog, const char *fmt, ...)
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PRINTFLIKE(2, 3);
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extern void
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linker_warning(struct gl_shader_program *prog, const char *fmt, ...)
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PRINTFLIKE(2, 3);
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extern long
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parse_program_resource_name(const GLchar *name,
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const GLchar **out_base_name_end);
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