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* Mesa 3-D graphics library
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* Copyright (C) 2004-2007 Brian Paul All Rights Reserved.
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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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* 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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* 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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#include "main/glheader.h"
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#include "compiler/shader_enums.h"
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#include "program/link_program.h"
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#include "util/macros.h"
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struct gl_shader_program_data;
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struct gl_linked_shader;
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struct dd_function_table;
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struct gl_pipeline_object;
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_mesa_init_shader_state(struct gl_context * ctx);
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_mesa_free_shader_state(struct gl_context *ctx);
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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 struct gl_shader *
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_mesa_lookup_shader(struct gl_context *ctx, GLuint name);
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extern struct gl_shader *
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_mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller);
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_mesa_reference_shader_program_(struct gl_context *ctx,
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struct gl_shader_program **ptr,
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struct gl_shader_program *shProg);
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_mesa_reference_shader_program_data(struct gl_shader_program_data **ptr,
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struct gl_shader_program_data *data);
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_mesa_reference_shader_program(struct gl_context *ctx,
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struct gl_shader_program **ptr,
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struct gl_shader_program *shProg)
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_mesa_reference_shader_program_(ctx, ptr, shProg);
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extern struct gl_shader *
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_mesa_new_shader(GLuint name, gl_shader_stage type);
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_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh);
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_mesa_delete_linked_shader(struct gl_context *ctx,
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struct gl_linked_shader *sh);
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extern struct gl_shader_program *
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_mesa_lookup_shader_program(struct gl_context *ctx, GLuint name);
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extern struct gl_shader_program *
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_mesa_lookup_shader_program_err_glthread(struct gl_context *ctx, GLuint name,
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bool glthread, const char *caller);
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extern struct gl_shader_program *
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_mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
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extern struct gl_shader_program *
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_mesa_new_shader_program(GLuint name);
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extern struct gl_shader_program_data *
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_mesa_create_shader_program_data(void);
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_mesa_clear_shader_program_data(struct gl_context *ctx,
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struct gl_shader_program *shProg);
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_mesa_free_shader_program_data(struct gl_context *ctx,
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struct gl_shader_program *shProg);
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_mesa_delete_shader_program(struct gl_context *ctx,
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struct gl_shader_program *shProg);
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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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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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unreachable("bad value in _mesa_shader_enum_to_shader_stage()");
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/* 8 bytes + another underscore */
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#define MESA_SUBROUTINE_PREFIX_LEN 9
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static inline const char *
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_mesa_shader_stage_to_subroutine_prefix(gl_shader_stage stage)
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case MESA_SHADER_VERTEX:
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case MESA_SHADER_GEOMETRY:
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case MESA_SHADER_FRAGMENT:
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case MESA_SHADER_COMPUTE:
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case MESA_SHADER_TESS_CTRL:
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case MESA_SHADER_TESS_EVAL:
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static inline gl_shader_stage
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_mesa_shader_stage_from_subroutine_uniform(GLenum subuniform)
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switch (subuniform) {
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case GL_VERTEX_SUBROUTINE_UNIFORM:
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return MESA_SHADER_VERTEX;
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case GL_GEOMETRY_SUBROUTINE_UNIFORM:
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return MESA_SHADER_GEOMETRY;
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case GL_FRAGMENT_SUBROUTINE_UNIFORM:
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return MESA_SHADER_FRAGMENT;
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case GL_COMPUTE_SUBROUTINE_UNIFORM:
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return MESA_SHADER_COMPUTE;
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case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
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return MESA_SHADER_TESS_CTRL;
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case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
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return MESA_SHADER_TESS_EVAL;
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unreachable("not reached");
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static inline gl_shader_stage
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_mesa_shader_stage_from_subroutine(GLenum subroutine)
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switch (subroutine) {
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case GL_VERTEX_SUBROUTINE:
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return MESA_SHADER_VERTEX;
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case GL_GEOMETRY_SUBROUTINE:
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return MESA_SHADER_GEOMETRY;
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case GL_FRAGMENT_SUBROUTINE:
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return MESA_SHADER_FRAGMENT;
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case GL_COMPUTE_SUBROUTINE:
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return MESA_SHADER_COMPUTE;
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case GL_TESS_CONTROL_SUBROUTINE:
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return MESA_SHADER_TESS_CTRL;
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case GL_TESS_EVALUATION_SUBROUTINE:
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return MESA_SHADER_TESS_EVAL;
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unreachable("not reached");
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_mesa_shader_stage_to_subroutine(gl_shader_stage stage)
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case MESA_SHADER_VERTEX:
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return GL_VERTEX_SUBROUTINE;
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case MESA_SHADER_GEOMETRY:
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return GL_GEOMETRY_SUBROUTINE;
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case MESA_SHADER_FRAGMENT:
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return GL_FRAGMENT_SUBROUTINE;
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case MESA_SHADER_COMPUTE:
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return GL_COMPUTE_SUBROUTINE;
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case MESA_SHADER_TESS_CTRL:
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return GL_TESS_CONTROL_SUBROUTINE;
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case MESA_SHADER_TESS_EVAL:
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return GL_TESS_EVALUATION_SUBROUTINE;
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unreachable("not reached");
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_mesa_shader_stage_to_subroutine_uniform(gl_shader_stage stage)
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case MESA_SHADER_VERTEX:
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return GL_VERTEX_SUBROUTINE_UNIFORM;
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case MESA_SHADER_GEOMETRY:
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return GL_GEOMETRY_SUBROUTINE_UNIFORM;
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case MESA_SHADER_FRAGMENT:
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return GL_FRAGMENT_SUBROUTINE_UNIFORM;
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case MESA_SHADER_COMPUTE:
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return GL_COMPUTE_SUBROUTINE_UNIFORM;
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case MESA_SHADER_TESS_CTRL:
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return GL_TESS_CONTROL_SUBROUTINE_UNIFORM;
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case MESA_SHADER_TESS_EVAL:
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return GL_TESS_EVALUATION_SUBROUTINE_UNIFORM;
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unreachable("not reached");
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_mesa_validate_pipeline_io(struct gl_pipeline_object *);
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#endif /* SHADEROBJ_H */