
Here we use the NIR based builder to add everything to the resource list execpt for SSO packed varyings. Since the details of those varyings get lost during packing we leave the special handing to the GLSL IR pass for now. In order to do this we add some bools to the build resource list functions. Using the NIR based resource list builder gets us a step closer to using a native NIR based linker. It should also be faster than the GLSL IR builder, one because the NIR optimisations should mean we add less entries due to better optimisations, and two because nir gives us better lists to work with and we don't need to walk the entire IR to find the resources. Ack-by: Alejandro Piñeiro <apinheiro@igalia.com>
57 lines
2.0 KiB
C
57 lines
2.0 KiB
C
/*
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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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#ifndef GLSL_PROGRAM_H
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#define GLSL_PROGRAM_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct gl_context;
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struct gl_shader;
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struct gl_shader_program;
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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, bool force_recompile);
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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_context *ctx,
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struct gl_shader_program *shProg,
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bool add_packed_varyings_only);
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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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#endif /* GLSL_PROGRAM_H */
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