glsl: Put `sample`-qualified varyings in their own packing classes
[mesa.git] / src / glsl / ir_uniform.h
1 /*
2 * Copyright © 2011 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 #pragma once
25 #ifndef IR_UNIFORM_H
26 #define IR_UNIFORM_H
27
28
29 /* stdbool.h is necessary because this file is included in both C and C++ code.
30 */
31 #include <stdbool.h>
32
33 #include "program/prog_parameter.h" /* For union gl_constant_value. */
34
35
36 #ifdef __cplusplus
37 extern "C" {
38 #endif
39
40 enum gl_uniform_driver_format {
41 uniform_native = 0, /**< Store data in the native format. */
42 uniform_int_float, /**< Store integer data as floats. */
43 uniform_bool_float, /**< Store boolean data as floats. */
44
45 /**
46 * Store boolean data as integer using 1 for \c true.
47 */
48 uniform_bool_int_0_1,
49
50 /**
51 * Store boolean data as integer using ~0 for \c true.
52 */
53 uniform_bool_int_0_not0
54 };
55
56 struct gl_uniform_driver_storage {
57 /**
58 * Number of bytes from one array element to the next.
59 */
60 uint8_t element_stride;
61
62 /**
63 * Number of bytes from one vector in a matrix to the next.
64 */
65 uint8_t vector_stride;
66
67 /**
68 * Base format of the stored data.
69 *
70 * This field must have a value from \c GLSL_TYPE_UINT through \c
71 * GLSL_TYPE_SAMPLER.
72 */
73 uint8_t format;
74
75 /**
76 * Pointer to the base of the data.
77 */
78 void *data;
79 };
80
81 struct gl_uniform_storage {
82 char *name;
83 /** Type of this uniform data stored.
84 *
85 * In the case of an array, it's the type of a single array element.
86 */
87 const struct glsl_type *type;
88
89 /**
90 * The number of elements in this uniform.
91 *
92 * For non-arrays, this is always 0. For arrays, the value is the size of
93 * the array.
94 */
95 unsigned array_elements;
96
97 /**
98 * Has this uniform ever been set?
99 */
100 bool initialized;
101
102 struct {
103 /**
104 * Base sampler index
105 *
106 * If \c ::base_type is \c GLSL_TYPE_SAMPLER, this represents the index
107 * of this sampler. If \c ::array_elements is not zero, the array will
108 * use sampler indices \c ::sampler through \c ::sampler +
109 * \c ::array_elements - 1, inclusive.
110 *
111 * Note that the index may be different in each shader stage.
112 */
113 uint8_t index;
114
115 /**
116 * Whether this sampler is used in this shader stage.
117 */
118 bool active;
119 } sampler[MESA_SHADER_TYPES];
120
121 /**
122 * Storage used by the driver for the uniform
123 */
124 unsigned num_driver_storage;
125 struct gl_uniform_driver_storage *driver_storage;
126
127 /**
128 * Storage used by Mesa for the uniform
129 *
130 * This form of the uniform is used by Mesa's implementation of \c
131 * glGetUniform. It can also be used by drivers to obtain the value of the
132 * uniform if the \c ::driver_storage interface is not used.
133 */
134 union gl_constant_value *storage;
135
136 /** Fields for GL_ARB_uniform_buffer_object
137 * @{
138 */
139
140 /**
141 * GL_UNIFORM_BLOCK_INDEX: index of the uniform block containing
142 * the uniform, or -1 for the default uniform block. Note that the
143 * index is into the linked program's UniformBlocks[] array, not
144 * the linked shader's.
145 */
146 int block_index;
147
148 /** GL_UNIFORM_OFFSET: byte offset within the uniform block, or -1. */
149 int offset;
150
151 /**
152 * GL_UNIFORM_MATRIX_STRIDE: byte stride between columns or rows of
153 * a matrix. Set to 0 for non-matrices in UBOs, or -1 for uniforms
154 * in the default uniform block.
155 */
156 int matrix_stride;
157
158 /**
159 * GL_UNIFORM_ARRAY_STRIDE: byte stride between elements of the
160 * array. Set to zero for non-arrays in UBOs, or -1 for uniforms
161 * in the default uniform block.
162 */
163 int array_stride;
164
165 /** GL_UNIFORM_ROW_MAJOR: true iff it's a row-major matrix in a UBO */
166 bool row_major;
167
168 /** @} */
169
170 /**
171 * Index within gl_shader_program::AtomicBuffers[] of the atomic
172 * counter buffer this uniform is stored in, or -1 if this is not
173 * an atomic counter.
174 */
175 int atomic_buffer_index;
176 };
177
178 #ifdef __cplusplus
179 }
180 #endif
181
182 #endif /* IR_UNIFORM_H */