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/*
* 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>
/**
* 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_register_file;
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);
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