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/*
* Mesa 3-D graphics library
* Version: 7.1
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
*
* 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.
*/
/**
* \file prog_uniform.c
* Shader uniform functions.
* \author Brian Paul
*/
#ifndef PROG_UNIFORM_H
#define PROG_UNIFORM_H
#include "main/mtypes.h"
#include "prog_statevars.h"
/**
* 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] */
};
extern struct gl_uniform_list *
_mesa_new_uniform_list(void);
extern void
_mesa_free_uniform_list(struct gl_uniform_list *list);
extern GLboolean
_mesa_append_uniform(struct gl_uniform_list *list,
const char *name, GLenum target, GLuint progPos);
extern GLint
_mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name);
extern GLint
_mesa_longest_uniform_name(const struct gl_uniform_list *list);
extern void
_mesa_print_uniforms(const struct gl_uniform_list *list);
#endif /* PROG_UNIFORM_H */
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