1/*
2 * Mesa 3-D graphics library
3 * Version:  7.1
4 *
5 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25/**
26 * \file prog_uniform.c
27 * Shader uniform functions.
28 * \author Brian Paul
29 */
30
31#ifndef PROG_UNIFORM_H
32#define PROG_UNIFORM_H
33
34#include "main/glheader.h"
35
36
37/**
38 * Shader program uniform variable.
39 * The glGetUniformLocation() and glUniform() commands will use this
40 * information.
41 * Note that a uniform such as "binormal" might be used in both the
42 * vertex shader and the fragment shader.  When glUniform() is called to
43 * set the uniform's value, it must be updated in both the vertex and
44 * fragment shaders.  The uniform may be in different locations in the
45 * two shaders so we keep track of that here.
46 */
47struct gl_uniform
48{
49   const char *Name;        /**< Null-terminated string */
50   //GLint VertPos;
51   //GLint FragPos;
52   //GLint GeomPos;
53   GLint Pos;
54   GLboolean Initialized;   /**< For debug.  Has this uniform been set? */
55   const struct glsl_type *Type;
56};
57
58
59/**
60 * List of gl_uniforms
61 */
62struct gl_uniform_list
63{
64   GLuint Size;                 /**< allocated size of Uniforms array */
65   GLuint NumUniforms;          /**< number of uniforms in the array */
66   GLuint Slots;                /**< number of float[4] slots non-sampler uniforms occupy */
67   GLuint SamplerSlots;         /**< number of float[4] slots samplers occupy */
68   struct gl_uniform *Uniforms; /**< Array [Size] */
69};
70
71
72extern struct gl_uniform_list *
73_mesa_new_uniform_list(void);
74
75extern void
76_mesa_free_uniform_list(struct gl_uniform_list *list);
77
78extern struct gl_uniform *
79_mesa_append_uniform(struct gl_uniform_list *list,
80                     const char *name, GLenum target, GLuint progPos);
81
82extern GLint
83_mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name);
84
85extern GLint
86_mesa_longest_uniform_name(const struct gl_uniform_list *list);
87
88extern void
89_mesa_print_uniforms(const struct gl_uniform_list *list);
90
91
92#endif /* PROG_UNIFORM_H */
93