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/*
* 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;
}
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