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      1 /*
      2  * Mesa 3-D graphics library
      3  * Version:  7.1
      4  *
      5  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
      6  *
      7  * Permission is hereby granted, free of charge, to any person obtaining a
      8  * copy of this software and associated documentation files (the "Software"),
      9  * to deal in the Software without restriction, including without limitation
     10  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     11  * and/or sell copies of the Software, and to permit persons to whom the
     12  * Software is furnished to do so, subject to the following conditions:
     13  *
     14  * The above copyright notice and this permission notice shall be included
     15  * in all copies or substantial portions of the Software.
     16  *
     17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     20  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
     21  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
     22  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     23  */
     24 
     25 /**
     26  * \file prog_uniform.c
     27  * Shader uniform functions.
     28  * \author Brian Paul
     29  */
     30 
     31 #ifndef PROG_UNIFORM_H
     32 #define PROG_UNIFORM_H
     33 
     34 #include "main/glheader.h"
     35 
     36 
     37 /**
     38  * Shader program uniform variable.
     39  * The glGetUniformLocation() and glUniform() commands will use this
     40  * information.
     41  * Note that a uniform such as "binormal" might be used in both the
     42  * vertex shader and the fragment shader.  When glUniform() is called to
     43  * set the uniform's value, it must be updated in both the vertex and
     44  * fragment shaders.  The uniform may be in different locations in the
     45  * two shaders so we keep track of that here.
     46  */
     47 struct gl_uniform
     48 {
     49    const char *Name;        /**< Null-terminated string */
     50    //GLint VertPos;
     51    //GLint FragPos;
     52    //GLint GeomPos;
     53    GLint Pos;
     54    GLboolean Initialized;   /**< For debug.  Has this uniform been set? */
     55    const struct glsl_type *Type;
     56 };
     57 
     58 
     59 /**
     60  * List of gl_uniforms
     61  */
     62 struct gl_uniform_list
     63 {
     64    GLuint Size;                 /**< allocated size of Uniforms array */
     65    GLuint NumUniforms;          /**< number of uniforms in the array */
     66    GLuint Slots;                /**< number of float[4] slots non-sampler uniforms occupy */
     67    GLuint SamplerSlots;         /**< number of float[4] slots samplers occupy */
     68    struct gl_uniform *Uniforms; /**< Array [Size] */
     69 };
     70 
     71 
     72 extern struct gl_uniform_list *
     73 _mesa_new_uniform_list(void);
     74 
     75 extern void
     76 _mesa_free_uniform_list(struct gl_uniform_list *list);
     77 
     78 extern struct gl_uniform *
     79 _mesa_append_uniform(struct gl_uniform_list *list,
     80                      const char *name, GLenum target, GLuint progPos);
     81 
     82 extern GLint
     83 _mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name);
     84 
     85 extern GLint
     86 _mesa_longest_uniform_name(const struct gl_uniform_list *list);
     87 
     88 extern void
     89 _mesa_print_uniforms(const struct gl_uniform_list *list);
     90 
     91 
     92 #endif /* PROG_UNIFORM_H */
     93