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* Mesa 3-D graphics library
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* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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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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* 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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* 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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* \file prog_uniform.c
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* Shader uniform functions.
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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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* Shader program uniform variable.
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* The glGetUniformLocation() and glUniform() commands will use this
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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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const char *Name; /**< Null-terminated string */
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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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struct gl_uniform_list
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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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extern struct gl_uniform_list *
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_mesa_new_uniform_list(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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_mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name);
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_mesa_longest_uniform_name(const struct gl_uniform_list *list);
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_mesa_print_uniforms(const struct gl_uniform_list *list);
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#endif /* PROG_UNIFORM_H */