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/standalone_scaffolding.h
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src/compiler/glsl/standalone_scaffolding.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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/* This file declares stripped-down versions of functions that
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* normally exist outside of the glsl folder, so that they can be used
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* when running the GLSL compiler standalone (for unit testing or
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* compiling builtins).
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*/
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#pragma once
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#ifndef STANDALONE_SCAFFOLDING_H
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#define STANDALONE_SCAFFOLDING_H
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#include <assert.h>
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#include "main/mtypes.h"
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extern "C" void
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_mesa_warning(struct gl_context *ctx, const char *fmtString, ... );
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extern "C" void
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_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
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struct gl_shader *sh);
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extern "C" struct gl_shader *
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_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type);
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extern "C" void
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_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh);
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extern "C" void
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_mesa_clear_shader_program_data(struct gl_shader_program *);
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extern "C" void
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_mesa_shader_debug(struct gl_context *ctx, GLenum type, GLuint *id,
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const char *msg);
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static inline gl_shader_stage
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_mesa_shader_enum_to_shader_stage(GLenum v)
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{
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switch (v) {
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case GL_VERTEX_SHADER:
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return MESA_SHADER_VERTEX;
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case GL_FRAGMENT_SHADER:
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return MESA_SHADER_FRAGMENT;
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case GL_GEOMETRY_SHADER:
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return MESA_SHADER_GEOMETRY;
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case GL_TESS_CONTROL_SHADER:
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return MESA_SHADER_TESS_CTRL;
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case GL_TESS_EVALUATION_SHADER:
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return MESA_SHADER_TESS_EVAL;
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case GL_COMPUTE_SHADER:
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return MESA_SHADER_COMPUTE;
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default:
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assert(!"bad value in _mesa_shader_enum_to_shader_stage()");
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return MESA_SHADER_VERTEX;
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}
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}
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/**
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* Initialize the given gl_context structure to a reasonable set of
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* defaults representing the minimum capabilities required by the
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* OpenGL spec.
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*
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* This is used when compiling builtin functions and in testing, when
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* we don't have a connection to an actual driver.
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*/
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void initialize_context_to_defaults(struct gl_context *ctx, gl_api api);
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#endif /* STANDALONE_SCAFFOLDING_H */
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