/************************************************************************** * * Copyright 2009 VMware, Inc. All Rights Reserved. * * 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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 SHADERS_CACHE_H #define SHADERS_CACHE_H struct vg_context; struct pipe_context; struct tgsi_token; struct shaders_cache; enum VegaShaderType { VEGA_SOLID_FILL_SHADER = 1 << 0, VEGA_LINEAR_GRADIENT_SHADER = 1 << 1, VEGA_RADIAL_GRADIENT_SHADER = 1 << 2, VEGA_PATTERN_SHADER = 1 << 3, VEGA_IMAGE_NORMAL_SHADER = 1 << 4, VEGA_IMAGE_MULTIPLY_SHADER = 1 << 5, VEGA_IMAGE_STENCIL_SHADER = 1 << 6, VEGA_MASK_SHADER = 1 << 7, VEGA_BLEND_MULTIPLY_SHADER = 1 << 8, VEGA_BLEND_SCREEN_SHADER = 1 << 9, VEGA_BLEND_DARKEN_SHADER = 1 << 10, VEGA_BLEND_LIGHTEN_SHADER = 1 << 11, VEGA_PREMULTIPLY_SHADER = 1 << 12, VEGA_UNPREMULTIPLY_SHADER = 1 << 13, VEGA_BW_SHADER = 1 << 14 }; struct vg_shader { void *driver; struct tgsi_token *tokens; int type;/* PIPE_SHADER_VERTEX, PIPE_SHADER_FRAGMENT */ }; struct shaders_cache *shaders_cache_create(struct vg_context *pipe); void shaders_cache_destroy(struct shaders_cache *sc); void *shaders_cache_fill(struct shaders_cache *sc, int shader_key); struct vg_shader *shader_create_from_text(struct pipe_context *pipe, const char *txt, int num_tokens, int type); void vg_shader_destroy(struct vg_context *ctx, struct vg_shader *shader); #endif