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mesa: add inline conversion functions for ARB_shader_subroutine (v2)
This handles converting the shader stages to the internal prefix along with the program resource interfaces. v2: add tess support Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Chris Forbes <chrisf@ijw.co.nz> Signed-off-by: Dave Airlie <airlied@redhat.com>
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@ -123,6 +123,107 @@ _mesa_shader_enum_to_shader_stage(GLenum v)
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}
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}
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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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{
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switch (stage) {
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case MESA_SHADER_VERTEX:
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return "__subu_v";
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case MESA_SHADER_GEOMETRY:
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return "__subu_g";
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case MESA_SHADER_FRAGMENT:
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return "__subu_f";
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case MESA_SHADER_COMPUTE:
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return "__subu_c";
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case MESA_SHADER_TESS_CTRL:
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return "__subu_t";
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case MESA_SHADER_TESS_EVAL:
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return "__subu_e";
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default:
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return NULL;
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}
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}
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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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{
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switch (subuniform) {
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default:
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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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}
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}
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static inline gl_shader_stage
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_mesa_shader_stage_from_subroutine(GLenum subroutine)
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{
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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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}
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}
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static inline GLenum
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_mesa_shader_stage_to_subroutine(gl_shader_stage stage)
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{
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switch (stage) {
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default:
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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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}
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}
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static inline GLenum
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_mesa_shader_stage_to_subroutine_uniform(gl_shader_stage stage)
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{
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switch (stage) {
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default:
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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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}
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}
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#ifdef __cplusplus
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}
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