aboutsummaryrefslogtreecommitdiffstats
path: root/src/glsl/program.h
blob: d21b04344cd18614e93e31c005522d3e61762e0c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
/*
 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
 * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
 * Copyright © 2010 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 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
 * BRIAN PAUL 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.
 */

#include <GL/gl.h>
#include "main/mtypes.h"

/**
 * Based on gl_shader in Mesa's mtypes.h.
 */
struct glsl_shader {
   GLenum Type;
   GLuint Name;
   GLint RefCount;
   GLboolean DeletePending;
   GLboolean CompileStatus;
   const GLchar *Source;  /**< Source code string */
   size_t SourceLen;
   GLchar *InfoLog;

   struct exec_list ir;
   struct glsl_symbol_table *symbols;
};


typedef int gl_state_index;
#define STATE_LENGTH 5

/**
 * Program parameter.
 * Used by shaders/programs for uniforms, constants, varying vars, etc.
 */
struct gl_program_parameter
{
   const char *Name;        /**< Null-terminated string */
   gl_register_file Type;   /**< PROGRAM_NAMED_PARAM, CONSTANT or STATE_VAR */
   GLenum DataType;         /**< GL_FLOAT, GL_FLOAT_VEC2, etc */
   /**
    * Number of components (1..4), or more.
    * If the number of components is greater than 4,
    * this parameter is part of a larger uniform like a GLSL matrix or array.
    * The next program parameter's Size will be Size-4 of this parameter.
    */
   GLuint Size;
   GLboolean Used;          /**< Helper flag for GLSL uniform tracking */
   GLboolean Initialized;   /**< Has the ParameterValue[] been set? */
   GLbitfield Flags;        /**< Bitmask of PROG_PARAM_*_BIT */
   /**
    * A sequence of STATE_* tokens and integers to identify GL state.
    */
   gl_state_index StateIndexes[STATE_LENGTH];
};


/**
 * List of gl_program_parameter instances.
 */
struct gl_program_parameter_list
{
   GLuint Size;           /**< allocated size of Parameters, ParameterValues */
   GLuint NumParameters;  /**< number of parameters in arrays */
   struct gl_program_parameter *Parameters; /**< Array [Size] */
   GLfloat (*ParameterValues)[4];        /**< Array [Size] of GLfloat[4] */
   GLbitfield StateFlags; /**< _NEW_* flags indicating which state changes
                               might invalidate ParameterValues[] */
};


/**
 * Shader program uniform variable.
 * The glGetUniformLocation() and glUniform() commands will use this
 * information.
 * Note that a uniform such as "binormal" might be used in both the
 * vertex shader and the fragment shader.  When glUniform() is called to
 * set the uniform's value, it must be updated in both the vertex and
 * fragment shaders.  The uniform may be in different locations in the
 * two shaders so we keep track of that here.
 */
struct gl_uniform
{
   const char *Name;        /**< Null-terminated string */
   GLint VertPos;
   GLint FragPos;
   GLboolean Initialized;   /**< For debug.  Has this uniform been set? */
#if 0
   GLenum DataType;         /**< GL_FLOAT, GL_FLOAT_VEC2, etc */
   GLuint Size;             /**< Number of components (1..4) */
#endif
};


/**
 * List of gl_uniforms
 */
struct gl_uniform_list
{
   GLuint Size;                 /**< allocated size of Uniforms array */
   GLuint NumUniforms;          /**< number of uniforms in the array */
   struct gl_uniform *Uniforms; /**< Array [Size] */
};


/**
 * Based on gl_shader_program in Mesa's mtypes.h.
 */
struct glsl_program {
   GLenum Type;  /**< Always GL_SHADER_PROGRAM (internal token) */
   GLuint Name;  /**< aka handle or ID */
   GLint RefCount;  /**< Reference count */
   GLboolean DeletePending;

   GLuint NumShaders;          /**< number of attached shaders */
   struct glsl_shader **Shaders; /**< List of attached the shaders */

   /**
    * Per-stage shaders resulting from the first stage of linking.
    */
   /*@{*/
   unsigned _NumLinkedShaders;
   struct glsl_shader **_LinkedShaders;
   /*@}*/

   /** User-defined attribute bindings (glBindAttribLocation) */
   struct gl_program_parameter_list *Attributes;

   /* post-link info: */
   struct gl_uniform_list *Uniforms;
   struct gl_program_parameter_list *Varying;
   GLboolean LinkStatus;   /**< GL_LINK_STATUS */
   GLboolean Validated;
   GLboolean _Used;        /**< Ever used for drawing? */
   GLchar *InfoLog;
};

extern void
link_shaders(struct glsl_program *prog);