/* * Copyright © 2018 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_UTIL_H #define GLSL_LINKER_UTIL_H #include "util/bitset.h" struct gl_context; struct gl_shader_program; struct gl_uniform_storage; #ifdef __cplusplus extern "C" { #endif /** * Sometimes there are empty slots left over in UniformRemapTable after we * allocate slots to explicit locations. This struct represents a single * continouous block of empty slots in UniformRemapTable. */ struct empty_uniform_block { struct exec_node link; /* The start location of the block */ unsigned start; /* The number of slots in the block */ unsigned slots; }; /** * Describes an access of an array element or an access of the whole array */ struct array_deref_range { /** * Index that was accessed. * * All valid array indices are less than the size of the array. If index * is equal to the size of the array, this means the entire array has been * accessed (e.g., due to use of a non-constant index). */ unsigned index; /** Size of the array. Used for offset calculations. */ unsigned size; }; void linker_error(struct gl_shader_program *prog, const char *fmt, ...); void linker_warning(struct gl_shader_program *prog, const char *fmt, ...); bool link_util_should_add_buffer_variable(struct gl_shader_program *prog, struct gl_uniform_storage *uniform, int top_level_array_base_offset, int top_level_array_size_in_bytes, int second_element_offset, int block_index); bool link_util_add_program_resource(struct gl_shader_program *prog, struct set *resource_set, GLenum type, const void *data, uint8_t stages); int link_util_find_empty_block(struct gl_shader_program *prog, struct gl_uniform_storage *uniform); void link_util_update_empty_uniform_locations(struct gl_shader_program *prog); void link_util_check_subroutine_resources(struct gl_shader_program *prog); void link_util_check_uniform_resources(struct gl_context *ctx, struct gl_shader_program *prog); void link_util_calculate_subroutine_compat(struct gl_shader_program *prog); void link_util_mark_array_elements_referenced(const struct array_deref_range *dr, unsigned count, unsigned array_depth, BITSET_WORD *bits); #ifdef __cplusplus } #endif #endif /* GLSL_LINKER_UTIL_H */