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path: root/src/mesa/shader/prog_uniform.c
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Diffstat (limited to 'src/mesa/shader/prog_uniform.c')
-rw-r--r--src/mesa/shader/prog_uniform.c33
1 files changed, 20 insertions, 13 deletions
diff --git a/src/mesa/shader/prog_uniform.c b/src/mesa/shader/prog_uniform.c
index a0aa615c5f..0642713148 100644
--- a/src/mesa/shader/prog_uniform.c
+++ b/src/mesa/shader/prog_uniform.c
@@ -52,11 +52,12 @@ _mesa_free_uniform_list(struct gl_uniform_list *list)
}
-GLboolean
+struct gl_uniform *
_mesa_append_uniform(struct gl_uniform_list *list,
const char *name, GLenum target, GLuint progPos)
{
const GLuint oldNum = list->NumUniforms;
+ struct gl_uniform *uniform;
GLint index;
assert(target == GL_VERTEX_PROGRAM_ARB ||
@@ -84,31 +85,37 @@ _mesa_append_uniform(struct gl_uniform_list *list,
return GL_FALSE;
}
- list->Uniforms[oldNum].Name = _mesa_strdup(name);
- list->Uniforms[oldNum].VertPos = -1;
- list->Uniforms[oldNum].FragPos = -1;
- list->Uniforms[oldNum].Initialized = GL_FALSE;
- index = oldNum;
+ uniform = list->Uniforms + oldNum;
+
+ uniform->Name = _mesa_strdup(name);
+ uniform->VertPos = -1;
+ uniform->FragPos = -1;
+ uniform->Initialized = GL_FALSE;
+
list->NumUniforms++;
}
+ else {
+ /* found */
+ uniform = list->Uniforms + index;
+ }
/* update position for the vertex or fragment program */
if (target == GL_VERTEX_PROGRAM_ARB) {
- if (list->Uniforms[index].VertPos != -1) {
+ if (uniform->VertPos != -1) {
/* this uniform is already in the list - that shouldn't happen */
return GL_FALSE;
}
- list->Uniforms[index].VertPos = progPos;
+ uniform->VertPos = progPos;
}
else {
- if (list->Uniforms[index].FragPos != -1) {
+ if (uniform->FragPos != -1) {
/* this uniform is already in the list - that shouldn't happen */
return GL_FALSE;
}
- list->Uniforms[index].FragPos = progPos;
+ uniform->FragPos = progPos;
}
- return GL_TRUE;
+ return uniform;
}
@@ -135,8 +142,8 @@ _mesa_longest_uniform_name(const struct gl_uniform_list *list)
GLint max = 0;
GLuint i;
for (i = 0; list && i < list->NumUniforms; i++) {
- GLuint len = _mesa_strlen(list->Uniforms[i].Name);
- if (len > (GLuint)max)
+ GLint len = (GLint)_mesa_strlen(list->Uniforms[i].Name);
+ if (len > max)
max = len;
}
return max;