/* * Copyright (c) 2014 - 2015 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. */ /** @file common.c * * Utility code for building a compute shader program. */ #include "common.h" char * concat(char *hunk0, ...) { char *s = hunk0; char *hunk; va_list ap; va_start(ap, hunk0); while ((hunk = va_arg(ap, char *))) { char *t = s; asprintf(&s, "%s\n%s", t, hunk); free(t); free(hunk); } va_end(ap); return s; } GLuint generate_cs_prog(unsigned x, unsigned y, unsigned z, char *ext, char *src) { char *source = NULL; if (ext == NULL) ext = hunk(""); asprintf(&source, "#version 330\n" "#extension GL_ARB_compute_shader : enable\n" "%s\n" "layout(local_size_x = %d, local_size_y = %d, local_size_z = %d) in;\n" "\n" "%s\n", ext, x, y, z, src ); free(ext); free(src); GLuint prog = glCreateProgram(); GLuint shader = piglit_compile_shader_text_nothrow(GL_COMPUTE_SHADER, source); free(source); if (!shader) { glDeleteProgram(prog); return 0; } glAttachShader(prog, shader); glLinkProgram(prog); glDeleteShader(shader); if (!piglit_link_check_status(prog)) { glDeleteProgram(prog); return 0; } return prog; }