mesa/src/gallium
Tapani Pälli e09b4ff65e iris: remove stage_from_pipe and pipe_from_stage helpers
Both simply take mesa_shader_stage and return it, pipe_shader_type was
renamed to mesa_shader_stage by f972e76148 .

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36918>
2025-08-22 17:04:50 +00:00
..
auxiliary nir/search: add nir_search_state 2025-08-22 15:45:55 +00:00
drivers iris: remove stage_from_pipe and pipe_from_stage helpers 2025-08-22 17:04:50 +00:00
frontends util: Remove the __declspec(dllexport) on win32 for PUBLIC export macro 2025-08-22 02:05:57 +00:00
include mesa: implement mesh shader queries 2025-08-22 10:01:57 +00:00
targets d3d10umd: Fixes building with mingw/gcc and windows sdk/ddk 10.0.26100.0 2025-08-19 23:22:07 +00:00
tools all: rename PIPE_SHADER_FRAGMENT to MESA_SHADER_FRAGMENT 2025-08-06 10:28:39 +08:00
winsys winsys/d3d12: Use DComp swapchains to support transparency 2025-08-20 20:20:53 +00:00
meson.build rocket: Initial commit of a driver for Rockchip's NPU 2025-07-28 08:06:38 +02:00
README.portability

	      CROSS-PLATFORM PORTABILITY GUIDELINES FOR GALLIUM3D 


= General Considerations =

The frontend and winsys driver support a rather limited number of
platforms. However, the pipe drivers are meant to run in a wide number of
platforms. Hence the pipe drivers, the auxiliary modules, and all public
headers in general, should strictly follow these guidelines to ensure


= Compiler Support =

* Include the util/compiler.h.

* Cast explicitly when converting to integer types of smaller sizes.

* Cast explicitly when converting between float, double and integral types.

* Don't use named struct initializers.

* Don't use variable number of macro arguments. Use static inline functions
instead.

* Don't use C99 features.

= Standard Library =

* Avoid including standard library headers. Most standard library functions are
not available in Windows Kernel Mode. Use the appropriate p_*.h include.

== Memory Allocation ==

* Use MALLOC, CALLOC, FREE instead of the malloc, calloc, free functions.

* Use align_pointer() function defined in u_memory.h for aligning pointers
 in a portable way.

== Debugging ==

* Use the functions/macros in p_debug.h.

* Don't include assert.h, call abort, printf, etc.


= Code Style =

== Inherantice in C ==

The main thing we do is mimic inheritance by structure containment.

Here's a silly made-up example:

/* base class */
struct buffer
{
  int size;
  void (*validate)(struct buffer *buf);
};

/* sub-class of bufffer */
struct texture_buffer
{
  struct buffer base;  /* the base class, MUST COME FIRST! */
  int format;
  int width, height;
};


Then, we'll typically have cast-wrapper functions to convert base-class 
pointers to sub-class pointers where needed:

static inline struct vertex_buffer *vertex_buffer(struct buffer *buf)
{
  return (struct vertex_buffer *) buf;
}


To create/init a sub-classed object:

struct buffer *create_texture_buffer(int w, int h, int format)
{
  struct texture_buffer *t = malloc(sizeof(*t));
  t->format = format;
  t->width = w;
  t->height = h;
  t->base.size = w * h;
  t->base.validate = tex_validate;
  return &t->base;
}

Example sub-class method:

void tex_validate(struct buffer *buf)
{
  struct texture_buffer *tb = texture_buffer(buf);
  assert(tb->format);
  assert(tb->width);
  assert(tb->height);
}


Note that we typically do not use typedefs to make "class names"; we use
'struct whatever' everywhere.

Gallium's pipe_context and the subclassed psb_context, etc are prime examples 
of this.  There's also many examples in Mesa and the Mesa state tracker.