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/**************************************************************************
*
* 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
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