[Mesa-dev] [PATCH 08/19] mesa: add inline conversion functions for ARB_shader_subroutine

2015-07-09 Thread Dave Airlie
From: Dave Airlie airl...@redhat.com

This handles converting the shader stages to the internal
prefix along with the program resource interfaces.

Signed-off-by: Dave Airlie airl...@redhat.com
---
 src/mesa/main/shaderobj.h | 84 +++
 1 file changed, 84 insertions(+)

diff --git a/src/mesa/main/shaderobj.h b/src/mesa/main/shaderobj.h
index 3d696a1..67c717b 100644
--- a/src/mesa/main/shaderobj.h
+++ b/src/mesa/main/shaderobj.h
@@ -120,6 +120,90 @@ _mesa_shader_enum_to_shader_stage(GLenum v)
 }
 
 
+static inline const char *
+_mesa_shader_stage_to_subroutine_prefix(gl_shader_stage stage)
+{
+  switch (stage) {
+  case MESA_SHADER_VERTEX:
+return __subu_v;
+  case MESA_SHADER_GEOMETRY:
+return __subu_g;
+  case MESA_SHADER_FRAGMENT:
+return __subu_f;
+  case MESA_SHADER_COMPUTE:
+return __subu_c;
+  default:
+return NULL;
+  }
+}
+
+static inline gl_shader_stage
+_mesa_shader_stage_from_subroutine_uniform(GLenum subuniform)
+{
+   switch (subuniform) {
+   default:
+   case GL_VERTEX_SUBROUTINE_UNIFORM:
+  return MESA_SHADER_VERTEX;
+   case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+  return MESA_SHADER_GEOMETRY;
+   case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+  return MESA_SHADER_FRAGMENT;
+   case GL_COMPUTE_SUBROUTINE_UNIFORM:
+  return MESA_SHADER_COMPUTE;
+   /* TODO - COMPUTE, TESS */
+   }
+}
+
+static inline gl_shader_stage
+_mesa_shader_stage_from_subroutine(GLenum subroutine)
+{
+   switch (subroutine) {
+   case GL_VERTEX_SUBROUTINE:
+  return MESA_SHADER_VERTEX;
+   case GL_GEOMETRY_SUBROUTINE:
+  return MESA_SHADER_GEOMETRY;
+   case GL_FRAGMENT_SUBROUTINE:
+  return MESA_SHADER_FRAGMENT;
+   case GL_COMPUTE_SUBROUTINE:
+  return MESA_SHADER_COMPUTE;
+   /* TODO - TESS */
+   }
+}
+
+static inline GLenum
+_mesa_shader_stage_to_subroutine(gl_shader_stage stage)
+{
+   switch (stage) {
+   default:
+   case MESA_SHADER_VERTEX:
+  return GL_VERTEX_SUBROUTINE;
+   case MESA_SHADER_GEOMETRY:
+  return GL_GEOMETRY_SUBROUTINE;
+   case MESA_SHADER_FRAGMENT:
+  return GL_FRAGMENT_SUBROUTINE;
+   case MESA_SHADER_COMPUTE:
+  return GL_COMPUTE_SUBROUTINE;
+   /* TODO - TESS */
+   }
+}
+
+static inline GLenum
+_mesa_shader_stage_to_subroutine_uniform(gl_shader_stage stage)
+{
+   switch (stage) {
+   default:
+   case MESA_SHADER_VERTEX:
+  return GL_VERTEX_SUBROUTINE_UNIFORM;
+   case MESA_SHADER_GEOMETRY:
+  return GL_GEOMETRY_SUBROUTINE_UNIFORM;
+   case MESA_SHADER_FRAGMENT:
+  return GL_FRAGMENT_SUBROUTINE_UNIFORM;
+   case MESA_SHADER_COMPUTE:
+  return GL_COMPUTE_SUBROUTINE_UNIFORM;
+   /* TODO - TESS */
+   }
+}
+
 #ifdef __cplusplus
 }
 #endif
-- 
2.4.3

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[Mesa-dev] [PATCH 08/19] mesa: add inline conversion functions for ARB_shader_subroutine

2015-05-31 Thread Dave Airlie
From: Dave Airlie airl...@redhat.com

This handles converting the shader stages to the internal
prefix along with the program resource interfaces.

Signed-off-by: Dave Airlie airl...@redhat.com
---
 src/mesa/main/shaderobj.h | 84 +++
 1 file changed, 84 insertions(+)

diff --git a/src/mesa/main/shaderobj.h b/src/mesa/main/shaderobj.h
index 3d696a1..67c717b 100644
--- a/src/mesa/main/shaderobj.h
+++ b/src/mesa/main/shaderobj.h
@@ -120,6 +120,90 @@ _mesa_shader_enum_to_shader_stage(GLenum v)
 }
 
 
+static inline const char *
+_mesa_shader_stage_to_subroutine_prefix(gl_shader_stage stage)
+{
+  switch (stage) {
+  case MESA_SHADER_VERTEX:
+return __subu_v;
+  case MESA_SHADER_GEOMETRY:
+return __subu_g;
+  case MESA_SHADER_FRAGMENT:
+return __subu_f;
+  case MESA_SHADER_COMPUTE:
+return __subu_c;
+  default:
+return NULL;
+  }
+}
+
+static inline gl_shader_stage
+_mesa_shader_stage_from_subroutine_uniform(GLenum subuniform)
+{
+   switch (subuniform) {
+   default:
+   case GL_VERTEX_SUBROUTINE_UNIFORM:
+  return MESA_SHADER_VERTEX;
+   case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+  return MESA_SHADER_GEOMETRY;
+   case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+  return MESA_SHADER_FRAGMENT;
+   case GL_COMPUTE_SUBROUTINE_UNIFORM:
+  return MESA_SHADER_COMPUTE;
+   /* TODO - COMPUTE, TESS */
+   }
+}
+
+static inline gl_shader_stage
+_mesa_shader_stage_from_subroutine(GLenum subroutine)
+{
+   switch (subroutine) {
+   case GL_VERTEX_SUBROUTINE:
+  return MESA_SHADER_VERTEX;
+   case GL_GEOMETRY_SUBROUTINE:
+  return MESA_SHADER_GEOMETRY;
+   case GL_FRAGMENT_SUBROUTINE:
+  return MESA_SHADER_FRAGMENT;
+   case GL_COMPUTE_SUBROUTINE:
+  return MESA_SHADER_COMPUTE;
+   /* TODO - TESS */
+   }
+}
+
+static inline GLenum
+_mesa_shader_stage_to_subroutine(gl_shader_stage stage)
+{
+   switch (stage) {
+   default:
+   case MESA_SHADER_VERTEX:
+  return GL_VERTEX_SUBROUTINE;
+   case MESA_SHADER_GEOMETRY:
+  return GL_GEOMETRY_SUBROUTINE;
+   case MESA_SHADER_FRAGMENT:
+  return GL_FRAGMENT_SUBROUTINE;
+   case MESA_SHADER_COMPUTE:
+  return GL_COMPUTE_SUBROUTINE;
+   /* TODO - TESS */
+   }
+}
+
+static inline GLenum
+_mesa_shader_stage_to_subroutine_uniform(gl_shader_stage stage)
+{
+   switch (stage) {
+   default:
+   case MESA_SHADER_VERTEX:
+  return GL_VERTEX_SUBROUTINE_UNIFORM;
+   case MESA_SHADER_GEOMETRY:
+  return GL_GEOMETRY_SUBROUTINE_UNIFORM;
+   case MESA_SHADER_FRAGMENT:
+  return GL_FRAGMENT_SUBROUTINE_UNIFORM;
+   case MESA_SHADER_COMPUTE:
+  return GL_COMPUTE_SUBROUTINE_UNIFORM;
+   /* TODO - TESS */
+   }
+}
+
 #ifdef __cplusplus
 }
 #endif
-- 
2.1.0

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