/* * 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 struct gl_uniform * _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 */