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+/*
+ * Copyright © 2011 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.
+ */
+
+#pragma once
+#ifndef IR_UNIFORM_H
+#define IR_UNIFORM_H
+
+
+/* stdbool.h is necessary because this file is included in both C and C++ code.
+ */
+#include <stdbool.h>
+
+#include "program/prog_parameter.h" /* For union gl_constant_value. */
+
+/**
+ * Used by GL_ARB_explicit_uniform_location extension code in the linker
+ * and glUniform* functions to identify inactive explicit uniform locations.
+ */
+#define INACTIVE_UNIFORM_EXPLICIT_LOCATION ((gl_uniform_storage *) -1)
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+enum PACKED gl_uniform_driver_format {
+ uniform_native = 0, /**< Store data in the native format. */
+ uniform_int_float, /**< Store integer data as floats. */
+};
+
+struct gl_uniform_driver_storage {
+ /**
+ * Number of bytes from one array element to the next.
+ */
+ uint8_t element_stride;
+
+ /**
+ * Number of bytes from one vector in a matrix to the next.
+ */
+ uint8_t vector_stride;
+
+ /**
+ * Base format of the stored data.
+ */
+ enum gl_uniform_driver_format format;
+
+ /**
+ * Pointer to the base of the data.
+ */
+ void *data;
+};
+
+struct gl_opaque_uniform_index {
+ /**
+ * Base opaque uniform index
+ *
+ * If \c gl_uniform_storage::base_type is an opaque type, this
+ * represents its uniform index. If \c
+ * gl_uniform_storage::array_elements is not zero, the array will
+ * use opaque uniform indices \c index through \c index + \c
+ * gl_uniform_storage::array_elements - 1, inclusive.
+ *
+ * Note that the index may be different in each shader stage.
+ */
+ uint8_t index;
+
+ /**
+ * Whether this opaque uniform is used in this shader stage.
+ */
+ bool active;
+};
+
+struct gl_uniform_storage {
+ char *name;
+ /** Type of this uniform data stored.
+ *
+ * In the case of an array, it's the type of a single array element.
+ */
+ const struct glsl_type *type;
+
+ /**
+ * The number of elements in this uniform.
+ *
+ * For non-arrays, this is always 0. For arrays, the value is the size of
+ * the array.
+ */
+ unsigned array_elements;
+
+ /**
+ * Has this uniform ever been set?
+ */
+ bool initialized;
+
+ struct gl_opaque_uniform_index opaque[MESA_SHADER_STAGES];
+
+ /**
+ * Storage used by the driver for the uniform
+ */
+ unsigned num_driver_storage;
+ struct gl_uniform_driver_storage *driver_storage;
+
+ /**
+ * Storage used by Mesa for the uniform
+ *
+ * This form of the uniform is used by Mesa's implementation of \c
+ * glGetUniform. It can also be used by drivers to obtain the value of the
+ * uniform if the \c ::driver_storage interface is not used.
+ */
+ union gl_constant_value *storage;
+
+ /** Fields for GL_ARB_uniform_buffer_object
+ * @{
+ */
+
+ /**
+ * GL_UNIFORM_BLOCK_INDEX: index of the uniform block containing
+ * the uniform, or -1 for the default uniform block. Note that the
+ * index is into the linked program's UniformBlocks[] array, not
+ * the linked shader's.
+ */
+ int block_index;
+
+ /** GL_UNIFORM_OFFSET: byte offset within the uniform block, or -1. */
+ int offset;
+
+ /**
+ * GL_UNIFORM_MATRIX_STRIDE: byte stride between columns or rows of
+ * a matrix. Set to 0 for non-matrices in UBOs, or -1 for uniforms
+ * in the default uniform block.
+ */
+ int matrix_stride;
+
+ /**
+ * GL_UNIFORM_ARRAY_STRIDE: byte stride between elements of the
+ * array. Set to zero for non-arrays in UBOs, or -1 for uniforms
+ * in the default uniform block.
+ */
+ int array_stride;
+
+ /** GL_UNIFORM_ROW_MAJOR: true iff it's a row-major matrix in a UBO */
+ bool row_major;
+
+ /** @} */
+
+ /**
+ * This is a compiler-generated uniform that should not be advertised
+ * via the API.
+ */
+ bool hidden;
+
+ /**
+ * This is a built-in uniform that should not be modified through any gl API.
+ */
+ bool builtin;
+
+ /**
+ * This is a shader storage buffer variable, not an uniform.
+ */
+ bool is_shader_storage;
+
+ /**
+ * Index within gl_shader_program::AtomicBuffers[] of the atomic
+ * counter buffer this uniform is stored in, or -1 if this is not
+ * an atomic counter.
+ */
+ int atomic_buffer_index;
+
+ /**
+ * The 'base location' for this uniform in the uniform remap table. For
+ * arrays this is the first element in the array.
+ * for subroutines this is in shader subroutine uniform remap table.
+ */
+ unsigned remap_location;
+
+ /**
+ * The number of compatible subroutines with this subroutine uniform.
+ */
+ unsigned num_compatible_subroutines;
+
+ /**
+ * A single integer identifying the number of active array elements of
+ * the top-level shader storage block member (GL_TOP_LEVEL_ARRAY_SIZE).
+ */
+ unsigned top_level_array_size;
+
+ /**
+ * A single integer identifying the stride between array elements of the
+ * top-level shader storage block member. (GL_TOP_LEVEL_ARRAY_STRIDE).
+ */
+ unsigned top_level_array_stride;
+};
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* IR_UNIFORM_H */