mesa/src/compiler/glsl/linker.h
Timothy Arceri 8e4b14dcfd glsl: apply implicit matching rules when linking
Previously when linking i.e. when compiler state was NULL. We just
assumed all implicit matching was avaliable.

Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30752>
2024-08-23 12:14:22 +10:00

58 lines
2.2 KiB
C++

/* -*- 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
#include "linker_util.h"
struct gl_shader_program;
struct gl_shader;
struct gl_linked_shader;
extern bool
link_function_calls(gl_shader_program *prog, gl_linked_shader *main_linked,
gl_shader *main, gl_shader **shader_list,
unsigned num_shaders);
bool
validate_intrastage_arrays(struct gl_shader_program *prog,
ir_variable *const var,
ir_variable *const existing,
bool match_precision = true);
void
validate_intrastage_interface_blocks(struct gl_shader_program *prog,
const gl_shader **shader_list,
unsigned num_shaders);
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);
#endif /* GLSL_LINKER_H */