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1901 serge 1
/*
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 * Mesa 3-D graphics library
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 * Version:  7.1
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 *
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 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 */
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/**
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 * \file prog_uniform.c
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 * Shader uniform functions.
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 * \author Brian Paul
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 */
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#ifndef PROG_UNIFORM_H
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#define PROG_UNIFORM_H
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#include "main/glheader.h"
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/**
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 * Shader program uniform variable.
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 * The glGetUniformLocation() and glUniform() commands will use this
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 * information.
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 * Note that a uniform such as "binormal" might be used in both the
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 * vertex shader and the fragment shader.  When glUniform() is called to
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 * set the uniform's value, it must be updated in both the vertex and
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 * fragment shaders.  The uniform may be in different locations in the
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 * two shaders so we keep track of that here.
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 */
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struct gl_uniform
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{
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   const char *Name;        /**< Null-terminated string */
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   GLint VertPos;
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   GLint FragPos;
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   GLint GeomPos;
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   GLboolean Initialized;   /**< For debug.  Has this uniform been set? */
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   const struct glsl_type *Type;
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};
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/**
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 * List of gl_uniforms
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 */
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struct gl_uniform_list
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{
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   GLuint Size;                 /**< allocated size of Uniforms array */
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   GLuint NumUniforms;          /**< number of uniforms in the array */
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   struct gl_uniform *Uniforms; /**< Array [Size] */
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};
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extern struct gl_uniform_list *
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_mesa_new_uniform_list(void);
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extern void
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_mesa_free_uniform_list(struct gl_uniform_list *list);
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extern struct gl_uniform *
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_mesa_append_uniform(struct gl_uniform_list *list,
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                     const char *name, GLenum target, GLuint progPos);
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extern GLint
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_mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name);
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extern GLint
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_mesa_longest_uniform_name(const struct gl_uniform_list *list);
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extern void
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_mesa_print_uniforms(const struct gl_uniform_list *list);
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#endif /* PROG_UNIFORM_H */