Files
third_party_mesa3d/src/vulkan/runtime/vk_shader_module.h
Erik Faye-Lund 7ea85871fe vulkan: prefer vulkan_core.h over vulkan.h
If we include vulkan.h, we risk including the WSI bits as well, which we
don't need here. Only trouble can follow from including these where
they're not needed.

So let's include vulkan_core.h in these places instead.

Fixes: b39958a3a1 ("anv,nir: Move the ANV YCbCr lowering pass to common code")
Reviewed-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21185>
2023-02-15 18:35:14 +00:00

82 lines
2.8 KiB
C

/*
* Copyright © 2017 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#ifndef VK_SHADER_MODULE_H
#define VK_SHADER_MODULE_H
#include <vulkan/vulkan_core.h>
#include "compiler/shader_enums.h"
#include "vk_object.h"
#ifdef __cplusplus
extern "C" {
#endif
struct nir_shader;
struct nir_shader_compiler_options;
struct spirv_to_nir_options;
struct vk_shader_module {
struct vk_object_base base;
struct nir_shader *nir;
unsigned char sha1[20];
uint32_t size;
char data[0];
};
extern const uint8_t vk_shaderModuleIdentifierAlgorithmUUID[VK_UUID_SIZE];
VK_DEFINE_NONDISP_HANDLE_CASTS(vk_shader_module, base, VkShaderModule,
VK_OBJECT_TYPE_SHADER_MODULE)
uint32_t vk_shader_module_spirv_version(const struct vk_shader_module *mod);
VkResult
vk_shader_module_to_nir(struct vk_device *device,
const struct vk_shader_module *mod,
gl_shader_stage stage,
const char *entrypoint_name,
const VkSpecializationInfo *spec_info,
const struct spirv_to_nir_options *spirv_options,
const struct nir_shader_compiler_options *nir_options,
void *mem_ctx, struct nir_shader **nir_out);
/* this should only be used for stack-allocated, temporary objects */
#define vk_shader_module_handle_from_nir(_nir) \
((VkShaderModule)(uintptr_t)&(struct vk_shader_module) { \
.base.type = VK_OBJECT_TYPE_SHADER_MODULE, \
.nir = _nir, \
})
#define vk_shader_module_from_nir(_nir) \
(struct vk_shader_module) { \
.base.type = VK_OBJECT_TYPE_SHADER_MODULE, \
.nir = _nir, \
}
#ifdef __cplusplus
}
#endif
#endif /* VK_SHADER_MODULE_H */