/* -*- 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. */ #pragma once #ifndef GLSL_LINKER_H #define GLSL_LINKER_H extern bool link_function_calls(gl_shader_program *prog, gl_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); extern void link_set_uniform_initializers(struct gl_shader_program *prog); 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); void link_assign_uniform_block_offsets(struct gl_shader *shader); extern bool link_uniform_blocks_are_compatible(const gl_uniform_block *a, const gl_uniform_block *b); extern unsigned link_uniform_blocks(void *mem_ctx, struct gl_shader_program *prog, struct gl_shader **shader_list, unsigned num_shaders, struct gl_uniform_block **blocks_ret); void validate_intrastage_interface_blocks(struct gl_shader_program *prog, const gl_shader **shader_list, unsigned num_shaders); void validate_interstage_interface_blocks(struct gl_shader_program *prog, const gl_shader *producer, const gl_shader *consumer); 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); /** * 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); /** * 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); 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. * * The default implementation just calls the other \c visit_field method. */ virtual void visit_field(const glsl_type *type, const char *name, bool row_major, const glsl_type *record_type); /** * 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. */ virtual void visit_field(const glsl_type *type, const char *name, bool row_major) = 0; /** * Visit a record before visiting its fields * * For structures-of-structures or interfaces-of-structures, this visits * the inner structure before visiting its fields. * * The default implementation does nothing. */ virtual void visit_field(const glsl_struct_field *field); private: /** * \param name_length Length of the current name \b not including the * terminating \c NUL character. */ void recursion(const glsl_type *t, char **name, size_t name_length, bool row_major, const glsl_type *record_type); }; void linker_error(gl_shader_program *prog, const char *fmt, ...); void linker_warning(gl_shader_program *prog, const char *fmt, ...); #endif /* GLSL_LINKER_H */