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Diffstat (limited to 'src/mesa/shader/prog_uniform.h')
-rw-r--r-- | src/mesa/shader/prog_uniform.h | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/src/mesa/shader/prog_uniform.h b/src/mesa/shader/prog_uniform.h new file mode 100644 index 0000000000..735de28705 --- /dev/null +++ b/src/mesa/shader/prog_uniform.h @@ -0,0 +1,91 @@ +/* + * 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; +#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 */ |