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authorBrian Paul <[email protected]>2008-11-10 12:33:17 -0700
committerBrian Paul <[email protected]>2008-11-10 12:39:36 -0700
commit2d76a0d77af7be9539f89cba37ce84338c1cdda4 (patch)
tree6e722f4d0f8356707ed9402dc9eeeb5dc56704b4 /src/mesa/shader/prog_uniform.c
parent379ff8c9567940ebff44870cf7b0202882445fa6 (diff)
mesa: track initialization status of uniform variables. Plus, asst clean-ups.
Diffstat (limited to 'src/mesa/shader/prog_uniform.c')
-rw-r--r--src/mesa/shader/prog_uniform.c29
1 files changed, 18 insertions, 11 deletions
diff --git a/src/mesa/shader/prog_uniform.c b/src/mesa/shader/prog_uniform.c
index a0aa615c5f6..dc76be8e46c 100644
--- a/src/mesa/shader/prog_uniform.c
+++ b/src/mesa/shader/prog_uniform.c
@@ -52,11 +52,12 @@ _mesa_free_uniform_list(struct gl_uniform_list *list)
}
-GLboolean
+struct gl_uniform *
_mesa_append_uniform(struct gl_uniform_list *list,
const char *name, GLenum target, GLuint progPos)
{
const GLuint oldNum = list->NumUniforms;
+ struct gl_uniform *uniform;
GLint index;
assert(target == GL_VERTEX_PROGRAM_ARB ||
@@ -84,31 +85,37 @@ _mesa_append_uniform(struct gl_uniform_list *list,
return GL_FALSE;
}
- list->Uniforms[oldNum].Name = _mesa_strdup(name);
- list->Uniforms[oldNum].VertPos = -1;
- list->Uniforms[oldNum].FragPos = -1;
- list->Uniforms[oldNum].Initialized = GL_FALSE;
- index = oldNum;
+ uniform = list->Uniforms + oldNum;
+
+ uniform->Name = _mesa_strdup(name);
+ uniform->VertPos = -1;
+ uniform->FragPos = -1;
+ uniform->Initialized = GL_FALSE;
+
list->NumUniforms++;
}
+ else {
+ /* found */
+ uniform = list->Uniforms + index;
+ }
/* update position for the vertex or fragment program */
if (target == GL_VERTEX_PROGRAM_ARB) {
- if (list->Uniforms[index].VertPos != -1) {
+ if (uniform->VertPos != -1) {
/* this uniform is already in the list - that shouldn't happen */
return GL_FALSE;
}
- list->Uniforms[index].VertPos = progPos;
+ uniform->VertPos = progPos;
}
else {
- if (list->Uniforms[index].FragPos != -1) {
+ if (uniform->FragPos != -1) {
/* this uniform is already in the list - that shouldn't happen */
return GL_FALSE;
}
- list->Uniforms[index].FragPos = progPos;
+ uniform->FragPos = progPos;
}
- return GL_TRUE;
+ return uniform;
}