/* * 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. */ #ifndef IR_UNIFORM_H #define IR_UNIFORM_H /* stdbool.h is necessary because this file is included in both C and C++ code. */ #include #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; 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; /** * Whether this uniform variable has the bindless_sampler or bindless_image * layout qualifier as specified by ARB_bindless_texture. */ bool is_bindless; }; #ifdef __cplusplus } #endif #endif /* IR_UNIFORM_H */