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/* |
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* Copyright © 2015 Red Hat |
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* |
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* Permission is hereby granted, free of charge, to any person obtaining a |
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* copy of this software and associated documentation files (the "Software"), |
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* to deal in the Software without restriction, including without limitation |
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* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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* and/or sell copies of the Software, and to permit persons to whom the |
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* Software is furnished to do so, subject to the following conditions: |
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* |
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* The above copyright notice and this permission notice (including the next |
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* paragraph) shall be included in all copies or substantial portions of the |
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* Software. |
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* |
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
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* SOFTWARE. |
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*/ |
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#include "st_nir.h" |
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#include "pipe/p_defines.h" |
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#include "pipe/p_screen.h" |
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#include "pipe/p_context.h" |
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#include "program/program.h" |
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#include "program/prog_statevars.h" |
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#include "program/prog_parameter.h" |
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#include "program/ir_to_mesa.h" |
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#include "main/mtypes.h" |
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#include "main/errors.h" |
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#include "main/shaderapi.h" |
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#include "main/uniforms.h" |
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#include "util/string_to_uint_map.h" |
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#include "st_context.h" |
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#include "st_program.h" |
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#include "compiler/nir/nir.h" |
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#include "compiler/glsl_types.h" |
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#include "compiler/glsl/glsl_to_nir.h" |
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#include "compiler/glsl/ir.h" |
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static int |
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type_size(const struct glsl_type *type) |
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{ |
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return type->count_attribute_slots(false); |
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} |
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/* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we |
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* may need to fix up varying slots so the glsl->nir path is aligned |
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* with the anything->tgsi->nir path. |
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*/ |
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static void |
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st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list) |
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{ |
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if (st->needs_texcoord_semantic) |
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return; |
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nir_foreach_variable(var, var_list) { |
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if (var->data.location >= VARYING_SLOT_VAR0) { |
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var->data.location += 9; |
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} else if ((var->data.location >= VARYING_SLOT_TEX0) && |
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(var->data.location <= VARYING_SLOT_TEX7)) { |
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var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0; |
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} |
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} |
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} |
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/* input location assignment for VS inputs must be handled specially, so |
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* that it is aligned w/ st's vbo state. |
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* (This isn't the case with, for ex, FS inputs, which only need to agree |
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* on varying-slot w/ the VS outputs) |
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*/ |
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static void |
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st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir) |
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{ |
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unsigned attr, num_inputs = 0; |
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unsigned input_to_index[VERT_ATTRIB_MAX] = {0}; |
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/* TODO de-duplicate w/ similar code in st_translate_vertex_program()? */ |
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for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) { |
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if ((prog->info.inputs_read & BITFIELD64_BIT(attr)) != 0) { |
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input_to_index[attr] = num_inputs; |
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num_inputs++; |
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if ((prog->info.double_inputs_read & BITFIELD64_BIT(attr)) != 0) { |
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/* add placeholder for second part of a double attribute */ |
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num_inputs++; |
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} |
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} else { |
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input_to_index[attr] = ~0; |
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} |
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} |
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/* bit of a hack, mirroring st_translate_vertex_program */ |
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input_to_index[VERT_ATTRIB_EDGEFLAG] = num_inputs; |
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nir->num_inputs = 0; |
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nir_foreach_variable_safe(var, &nir->inputs) { |
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attr = var->data.location; |
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assert(attr < ARRAY_SIZE(input_to_index)); |
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if (input_to_index[attr] != ~0u) { |
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var->data.driver_location = input_to_index[attr]; |
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nir->num_inputs++; |
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} else { |
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/* Move unused input variables to the globals list (with no |
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* initialization), to avoid confusing drivers looking through the |
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* inputs array and expecting to find inputs with a driver_location |
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* set. |
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*/ |
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exec_node_remove(&var->node); |
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var->data.mode = nir_var_global; |
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exec_list_push_tail(&nir->globals, &var->node); |
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} |
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} |
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} |
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static int |
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st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params, |
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const char *name) |
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{ |
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int loc = _mesa_lookup_parameter_index(params, name); |
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/* is there a better way to do this? If we have something like: |
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* |
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* struct S { |
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* float f; |
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* vec4 v; |
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* }; |
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* uniform S color; |
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* |
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* Then what we get in prog->Parameters looks like: |
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* |
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* 0: Name=color.f, Type=6, DataType=1406, Size=1 |
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* 1: Name=color.v, Type=6, DataType=8b52, Size=4 |
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* |
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* So the name doesn't match up and _mesa_lookup_parameter_index() |
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* fails. In this case just find the first matching "color.*".. |
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* |
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* Note for arrays you could end up w/ color[n].f, for example. |
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* |
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* glsl_to_tgsi works slightly differently in this regard. It is |
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* emitting something more low level, so it just translates the |
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* params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI, |
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* it just calculates the additional offset of struct field members |
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* in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or |
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* glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never |
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* needs to work backwards to get base var loc from the param-list |
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* which already has them separated out. |
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*/ |
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if (loc < 0) { |
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int namelen = strlen(name); |
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for (unsigned i = 0; i < params->NumParameters; i++) { |
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struct gl_program_parameter *p = ¶ms->Parameters[i]; |
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if ((strncmp(p->Name, name, namelen) == 0) && |
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((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) { |
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loc = i; |
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break; |
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} |
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} |
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} |
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return loc; |
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} |
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static void |
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st_nir_assign_uniform_locations(struct gl_program *prog, |
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struct gl_shader_program *shader_program, |
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struct exec_list *uniform_list, unsigned *size) |
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{ |
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int max = 0; |
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int shaderidx = 0; |
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nir_foreach_variable(uniform, uniform_list) { |
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int loc; |
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/* |
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* UBO's have their own address spaces, so don't count them towards the |
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* number of global uniforms |
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*/ |
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if ((uniform->data.mode == nir_var_uniform || uniform->data.mode == nir_var_shader_storage) && |
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uniform->interface_type != NULL) |
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continue; |
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if (uniform->type->is_sampler()) { |
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unsigned val = 0; |
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bool found = shader_program->UniformHash->get(val, uniform->name); |
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loc = shaderidx++; |
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assert(found); |
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(void) found; /* silence unused var warning */ |
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/* this ensure that nir_lower_samplers looks at the correct |
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* shader_program->UniformStorage[location]: |
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*/ |
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uniform->data.location = val; |
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} else if (strncmp(uniform->name, "gl_", 3) == 0) { |
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const gl_state_index *const stateTokens = (gl_state_index *)uniform->state_slots[0].tokens; |
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/* This state reference has already been setup by ir_to_mesa, but we'll |
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* get the same index back here. |
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*/ |
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loc = _mesa_add_state_reference(prog->Parameters, stateTokens); |
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} else { |
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loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name); |
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} |
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uniform->data.driver_location = loc; |
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max = MAX2(max, loc + type_size(uniform->type)); |
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} |
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*size = max; |
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} |
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extern "C" { |
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/* First half of converting glsl_to_nir.. this leaves things in a pre- |
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* nir_lower_io state, so that shader variants can more easily insert/ |
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* replace variables, etc. |
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*/ |
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nir_shader * |
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st_glsl_to_nir(struct st_context *st, struct gl_program *prog, |
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struct gl_shader_program *shader_program, |
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gl_shader_stage stage) |
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{ |
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struct pipe_screen *pscreen = st->pipe->screen; |
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enum pipe_shader_type ptarget = pipe_shader_type_from_mesa(stage); |
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const nir_shader_compiler_options *options; |
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nir_shader *nir; |
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assert(pscreen->get_compiler_options); /* drivers using NIR must implement this */ |
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options = (const nir_shader_compiler_options *) |
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pscreen->get_compiler_options(pscreen, PIPE_SHADER_IR_NIR, ptarget); |
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assert(options); |
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if (prog->nir) |
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return prog->nir; |
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nir = glsl_to_nir(shader_program, stage, options); |
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NIR_PASS_V(nir, nir_lower_io_to_temporaries, |
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nir_shader_get_entrypoint(nir), |
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true, true); |
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NIR_PASS_V(nir, nir_lower_global_vars_to_local); |
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NIR_PASS_V(nir, nir_split_var_copies); |
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NIR_PASS_V(nir, nir_lower_var_copies); |
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NIR_PASS_V(nir, st_nir_lower_builtin); |
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NIR_PASS_V(nir, nir_lower_atomics, shader_program); |
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/* fragment shaders may need : */ |
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if (stage == MESA_SHADER_FRAGMENT) { |
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static const gl_state_index wposTransformState[STATE_LENGTH] = { |
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STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM |
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}; |
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nir_lower_wpos_ytransform_options wpos_options = { { 0 } }; |
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struct pipe_screen *pscreen = st->pipe->screen; |
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memcpy(wpos_options.state_tokens, wposTransformState, |
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sizeof(wpos_options.state_tokens)); |
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wpos_options.fs_coord_origin_upper_left = |
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pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT); |
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wpos_options.fs_coord_origin_lower_left = |
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pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT); |
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wpos_options.fs_coord_pixel_center_integer = |
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pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER); |
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wpos_options.fs_coord_pixel_center_half_integer = |
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pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER); |
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if (nir_lower_wpos_ytransform(nir, &wpos_options)) { |
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nir_validate_shader(nir); |
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_mesa_add_state_reference(prog->Parameters, wposTransformState); |
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} |
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} |
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if (st->ctx->_Shader->Flags & GLSL_DUMP) { |
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_mesa_log("\n"); |
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_mesa_log("NIR IR for linked %s program %d:\n", |
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_mesa_shader_stage_to_string(stage), |
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shader_program->Name); |
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nir_print_shader(nir, _mesa_get_log_file()); |
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_mesa_log("\n\n"); |
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} |
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prog->nir = nir; |
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return nir; |
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} |
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/* TODO any better helper somewhere to sort a list? */ |
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static void |
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insert_sorted(struct exec_list *var_list, nir_variable *new_var) |
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{ |
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nir_foreach_variable(var, var_list) { |
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if (var->data.location > new_var->data.location) { |
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exec_node_insert_node_before(&var->node, &new_var->node); |
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return; |
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} |
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} |
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exec_list_push_tail(var_list, &new_var->node); |
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} |
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static void |
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sort_varyings(struct exec_list *var_list) |
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{ |
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struct exec_list new_list; |
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exec_list_make_empty(&new_list); |
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nir_foreach_variable_safe(var, var_list) { |
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exec_node_remove(&var->node); |
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insert_sorted(&new_list, var); |
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} |
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exec_list_move_nodes_to(&new_list, var_list); |
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} |
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/* Second half of preparing nir from glsl, which happens after shader |
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* variant lowering. |
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*/ |
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void |
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st_finalize_nir(struct st_context *st, struct gl_program *prog, nir_shader *nir) |
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{ |
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struct pipe_screen *screen = st->pipe->screen; |
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NIR_PASS_V(nir, nir_split_var_copies); |
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NIR_PASS_V(nir, nir_lower_var_copies); |
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NIR_PASS_V(nir, nir_lower_io_types); |
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if (nir->stage == MESA_SHADER_VERTEX) { |
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/* Needs special handling so drvloc matches the vbo state: */ |
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st_nir_assign_vs_in_locations(prog, nir); |
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/* Re-lower global vars, to deal with any dead VS inputs. */ |
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NIR_PASS_V(nir, nir_lower_global_vars_to_local); |
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sort_varyings(&nir->outputs); |
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nir_assign_var_locations(&nir->outputs, |
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&nir->num_outputs, |
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type_size); |
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st_nir_fixup_varying_slots(st, &nir->outputs); |
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} else if (nir->stage == MESA_SHADER_FRAGMENT) { |
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sort_varyings(&nir->inputs); |
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nir_assign_var_locations(&nir->inputs, |
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&nir->num_inputs, |
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type_size); |
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st_nir_fixup_varying_slots(st, &nir->inputs); |
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nir_assign_var_locations(&nir->outputs, |
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&nir->num_outputs, |
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type_size); |
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} else if (nir->stage == MESA_SHADER_COMPUTE) { |
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/* TODO? */ |
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} else { |
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unreachable("invalid shader type for tgsi bypass\n"); |
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} |
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struct gl_shader_program *shader_program; |
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switch (nir->stage) { |
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case MESA_SHADER_VERTEX: |
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shader_program = ((struct st_vertex_program *)prog)->shader_program; |
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break; |
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case MESA_SHADER_FRAGMENT: |
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shader_program = ((struct st_fragment_program *)prog)->shader_program; |
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break; |
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case MESA_SHADER_COMPUTE: |
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shader_program = ((struct st_compute_program *)prog)->shader_program; |
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break; |
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default: |
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assert(!"should not be reached"); |
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return; |
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} |
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NIR_PASS_V(nir, nir_lower_atomics_to_ssbo, |
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|
st->ctx->Const.Program[nir->stage].MaxAtomicBuffers); |
|
|
|
|
|
|
|
st_nir_assign_uniform_locations(prog, shader_program, |
|
|
|
&nir->uniforms, &nir->num_uniforms); |
|
|
|
|
|
|
|
NIR_PASS_V(nir, nir_lower_system_values); |
|
|
|
|
|
|
|
if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF)) |
|
|
|
NIR_PASS_V(nir, nir_lower_samplers_as_deref, shader_program); |
|
|
|
else |
|
|
|
NIR_PASS_V(nir, nir_lower_samplers, shader_program); |
|
|
|
} |
|
|
|
|
|
|
|
struct gl_program * |
|
|
|
st_nir_get_mesa_program(struct gl_context *ctx, |
|
|
|
struct gl_shader_program *shader_program, |
|
|
|
struct gl_linked_shader *shader) |
|
|
|
{ |
|
|
|
struct gl_program *prog; |
|
|
|
|
|
|
|
validate_ir_tree(shader->ir); |
|
|
|
|
|
|
|
prog = shader->Program; |
|
|
|
|
|
|
|
prog->Parameters = _mesa_new_parameter_list(); |
|
|
|
|
|
|
|
do_set_program_inouts(shader->ir, prog, shader->Stage); |
|
|
|
|
|
|
|
_mesa_copy_linked_program_data(shader_program, shader); |
|
|
|
_mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader, |
|
|
|
prog->Parameters); |
|
|
|
|
|
|
|
/* Make a pass over the IR to add state references for any built-in |
|
|
|
* uniforms that are used. This has to be done now (during linking). |
|
|
|
* Code generation doesn't happen until the first time this shader is |
|
|
|
* used for rendering. Waiting until then to generate the parameters is |
|
|
|
* too late. At that point, the values for the built-in uniforms won't |
|
|
|
* get sent to the shader. |
|
|
|
*/ |
|
|
|
foreach_in_list(ir_instruction, node, shader->ir) { |
|
|
|
ir_variable *var = node->as_variable(); |
|
|
|
|
|
|
|
if ((var == NULL) || (var->data.mode != ir_var_uniform) || |
|
|
|
(strncmp(var->name, "gl_", 3) != 0)) |
|
|
|
continue; |
|
|
|
|
|
|
|
const ir_state_slot *const slots = var->get_state_slots(); |
|
|
|
assert(slots != NULL); |
|
|
|
|
|
|
|
for (unsigned int i = 0; i < var->get_num_state_slots(); i++) { |
|
|
|
_mesa_add_state_reference(prog->Parameters, |
|
|
|
(gl_state_index *) slots[i].tokens); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
if (ctx->_Shader->Flags & GLSL_DUMP) { |
|
|
|
_mesa_log("\n"); |
|
|
|
_mesa_log("GLSL IR for linked %s program %d:\n", |
|
|
|
_mesa_shader_stage_to_string(shader->Stage), |
|
|
|
shader_program->Name); |
|
|
|
_mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL); |
|
|
|
_mesa_log("\n\n"); |
|
|
|
} |
|
|
|
|
|
|
|
prog->ShadowSamplers = shader->shadow_samplers; |
|
|
|
prog->ExternalSamplersUsed = gl_external_samplers(prog); |
|
|
|
_mesa_update_shader_textures_used(shader_program, prog); |
|
|
|
|
|
|
|
/* Avoid reallocation of the program parameter list, because the uniform |
|
|
|
* storage is only associated with the original parameter list. |
|
|
|
* This should be enough for Bitmap and DrawPixels constants. |
|
|
|
*/ |
|
|
|
_mesa_reserve_parameter_storage(prog->Parameters, 8); |
|
|
|
|
|
|
|
/* This has to be done last. Any operation the can cause |
|
|
|
* prog->ParameterValues to get reallocated (e.g., anything that adds a |
|
|
|
* program constant) has to happen before creating this linkage. |
|
|
|
*/ |
|
|
|
_mesa_associate_uniform_storage(ctx, shader_program, prog, true); |
|
|
|
|
|
|
|
struct st_vertex_program *stvp; |
|
|
|
struct st_fragment_program *stfp; |
|
|
|
struct st_compute_program *stcp; |
|
|
|
|
|
|
|
switch (shader->Stage) { |
|
|
|
case MESA_SHADER_VERTEX: |
|
|
|
stvp = (struct st_vertex_program *)prog; |
|
|
|
stvp->shader_program = shader_program; |
|
|
|
break; |
|
|
|
case MESA_SHADER_FRAGMENT: |
|
|
|
stfp = (struct st_fragment_program *)prog; |
|
|
|
stfp->shader_program = shader_program; |
|
|
|
break; |
|
|
|
case MESA_SHADER_COMPUTE: |
|
|
|
stcp = (struct st_compute_program *)prog; |
|
|
|
stcp->shader_program = shader_program; |
|
|
|
break; |
|
|
|
default: |
|
|
|
assert(!"should not be reached"); |
|
|
|
return NULL; |
|
|
|
} |
|
|
|
|
|
|
|
return prog; |
|
|
|
} |
|
|
|
|
|
|
|
} /* extern "C" */ |