/* -*- c++ -*- */
/*
* Copyright © 2010 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 GLSL_LINKER_H
#define GLSL_LINKER_H
extern bool
link_function_calls(gl_shader_program *prog, gl_linked_shader *main,
gl_shader **shader_list, unsigned num_shaders);
extern void
link_invalidate_variable_locations(exec_list *ir);
extern void
link_assign_uniform_locations(struct gl_shader_program *prog,
struct gl_context *ctx);
extern void
link_set_uniform_initializers(struct gl_shader_program *prog,
unsigned int boolean_true);
extern int
link_cross_validate_uniform_block(void *mem_ctx,
struct gl_uniform_block **linked_blocks,
unsigned int *num_linked_blocks,
struct gl_uniform_block *new_block);
extern void
link_uniform_blocks(void *mem_ctx,
struct gl_context *ctx,
struct gl_shader_program *prog,
struct gl_linked_shader *shader,
struct gl_uniform_block **ubo_blocks,
unsigned *num_ubo_blocks,
struct gl_uniform_block **ssbo_blocks,
unsigned *num_ssbo_blocks);
bool
validate_intrastage_arrays(struct gl_shader_program *prog,
ir_variable *const var,
ir_variable *const existing);
void
validate_intrastage_interface_blocks(struct gl_shader_program *prog,
const gl_shader **shader_list,
unsigned num_shaders);
void
validate_interstage_inout_blocks(struct gl_shader_program *prog,
const gl_linked_shader *producer,
const gl_linked_shader *consumer);
void
validate_interstage_uniform_blocks(struct gl_shader_program *prog,
gl_linked_shader **stages);
extern void
link_assign_atomic_counter_resources(struct gl_context *ctx,
struct gl_shader_program *prog);
extern void
link_check_atomic_counter_resources(struct gl_context *ctx,
struct gl_shader_program *prog);
extern struct gl_linked_shader *
link_intrastage_shaders(void *mem_ctx,
struct gl_context *ctx,
struct gl_shader_program *prog,
struct gl_shader **shader_list,
unsigned num_shaders,
bool allow_missing_main);
extern unsigned
link_calculate_matrix_stride(const glsl_type *matrix, bool row_major,
enum glsl_interface_packing packing);
/**
* Class for processing all of the leaf fields of a variable that corresponds
* to a program resource.
*
* The leaf fields are all the parts of the variable that the application
* could query using \c glGetProgramResourceIndex (or that could be returned
* by \c glGetProgramResourceName).
*
* Classes my derive from this class to implement specific functionality.
* This class only provides the mechanism to iterate over the leaves. Derived
* classes must implement \c ::visit_field and may override \c ::process.
*/
class program_resource_visitor {
public:
/**
* Begin processing a variable
*
* Classes that overload this function should call \c ::process from the
* base class to start the recursive processing of the variable.
*
* \param var The variable that is to be processed
*
* Calls \c ::visit_field for each leaf of the variable.
*
* \warning
* When processing a uniform block, this entry should only be used in cases
* where the row / column ordering of matrices in the block does not
* matter. For example, enumerating the names of members of the block, but
* not for determining the offsets of members.
*/
void process(ir_variable *var, bool use_std430_as_default);
/**
* Begin processing a variable of a structured type.
*
* This flavor of \c process should be used to handle structured types
* (i.e., structures, interfaces, or arrays there of) that need special
* name handling. A common usage is to handle cases where the block name
* (instead of the instance name) is used for an interface block.
*
* \param type Type that is to be processed, associated with \c name
* \param name Base name of the structured variable being processed
*
* \note
* \c type must be \c GLSL_TYPE_RECORD, \c GLSL_TYPE_INTERFACE, or an array
* there of.
*/
void process(const glsl_type *type, const char *name,
bool use_std430_as_default);
protected:
/**
* Method invoked for each leaf of the variable
*
* \param type Type of the field.
* \param name Fully qualified name of the field.
* \param row_major For a matrix type, is it stored row-major.
* \param record_type Type of the record containing the field.
* \param last_field Set if \c name is the last field of the structure
* containing it. This will always be false for items
* not contained in a structure or interface block.
*/
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major, const glsl_type *record_type,
const enum glsl_interface_packing packing,
bool last_field) = 0;
virtual void enter_record(const glsl_type *type, const char *name,
bool row_major, const enum glsl_interface_packing packing);
virtual void leave_record(const glsl_type *type, const char *name,
bool row_major, const enum glsl_interface_packing packing);
virtual void set_buffer_offset(unsigned offset);
virtual void set_record_array_count(unsigned record_array_count);
private:
/**
* \param name_length Length of the current name \b not including the
* terminating \c NUL character.
* \param last_field Set if \c name is the last field of the structure
* containing it. This will always be false for items
* not contained in a structure or interface block.
*/
void recursion(const glsl_type *t, char **name, size_t name_length,
bool row_major, const glsl_type *record_type,
const enum glsl_interface_packing packing,
bool last_field, unsigned record_array_count,
const glsl_struct_field *named_ifc_member);
};
void
linker_error(gl_shader_program *prog, const char *fmt, ...);
void
linker_warning(gl_shader_program *prog, const char *fmt, ...);
/**
* Sometimes there are empty slots left over in UniformRemapTable after we
* allocate slots to explicit locations. This struct represents a single
* continouous block of empty slots in UniformRemapTable.
*/
struct empty_uniform_block {
struct exec_node link;
/* The start location of the block */
unsigned start;
/* The number of slots in the block */
unsigned slots;
};
#endif /* GLSL_LINKER_H */