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29 /* stdbool.h is necessary because this file is included in both C and C++ code.
33 #include "program/prog_parameter.h" /* For union gl_constant_value. */
36 * Used by GL_ARB_explicit_uniform_location extension code in the linker
37 * and glUniform* functions to identify inactive explicit uniform locations.
39 #define INACTIVE_UNIFORM_EXPLICIT_LOCATION ((gl_uniform_storage *) -1)
45 enum PACKED gl_uniform_driver_format
{
46 uniform_native
= 0, /**< Store data in the native format. */
47 uniform_int_float
, /**< Store integer data as floats. */
48 uniform_bool_float
, /**< Store boolean data as floats. */
51 * Store boolean data as integer using 1 for \c true.
56 * Store boolean data as integer using ~0 for \c true.
58 uniform_bool_int_0_not0
61 struct gl_uniform_driver_storage
{
63 * Number of bytes from one array element to the next.
65 uint8_t element_stride
;
68 * Number of bytes from one vector in a matrix to the next.
70 uint8_t vector_stride
;
73 * Base format of the stored data.
75 enum gl_uniform_driver_format format
;
78 * Pointer to the base of the data.
83 struct gl_opaque_uniform_index
{
85 * Base opaque uniform index
87 * If \c gl_uniform_storage::base_type is an opaque type, this
88 * represents its uniform index. If \c
89 * gl_uniform_storage::array_elements is not zero, the array will
90 * use opaque uniform indices \c index through \c index + \c
91 * gl_uniform_storage::array_elements - 1, inclusive.
93 * Note that the index may be different in each shader stage.
98 * Whether this opaque uniform is used in this shader stage.
103 struct gl_uniform_storage
{
105 /** Type of this uniform data stored.
107 * In the case of an array, it's the type of a single array element.
109 const struct glsl_type
*type
;
112 * The number of elements in this uniform.
114 * For non-arrays, this is always 0. For arrays, the value is the size of
117 unsigned array_elements
;
120 * Has this uniform ever been set?
124 struct gl_opaque_uniform_index sampler
[MESA_SHADER_STAGES
];
126 struct gl_opaque_uniform_index image
[MESA_SHADER_STAGES
];
129 * Storage used by the driver for the uniform
131 unsigned num_driver_storage
;
132 struct gl_uniform_driver_storage
*driver_storage
;
135 * Storage used by Mesa for the uniform
137 * This form of the uniform is used by Mesa's implementation of \c
138 * glGetUniform. It can also be used by drivers to obtain the value of the
139 * uniform if the \c ::driver_storage interface is not used.
141 union gl_constant_value
*storage
;
143 /** Fields for GL_ARB_uniform_buffer_object
148 * GL_UNIFORM_BLOCK_INDEX: index of the uniform block containing
149 * the uniform, or -1 for the default uniform block. Note that the
150 * index is into the linked program's UniformBlocks[] array, not
151 * the linked shader's.
155 /** GL_UNIFORM_OFFSET: byte offset within the uniform block, or -1. */
159 * GL_UNIFORM_MATRIX_STRIDE: byte stride between columns or rows of
160 * a matrix. Set to 0 for non-matrices in UBOs, or -1 for uniforms
161 * in the default uniform block.
166 * GL_UNIFORM_ARRAY_STRIDE: byte stride between elements of the
167 * array. Set to zero for non-arrays in UBOs, or -1 for uniforms
168 * in the default uniform block.
172 /** GL_UNIFORM_ROW_MAJOR: true iff it's a row-major matrix in a UBO */
178 * Index within gl_shader_program::AtomicBuffers[] of the atomic
179 * counter buffer this uniform is stored in, or -1 if this is not
182 int atomic_buffer_index
;
185 * The 'base location' for this uniform in the uniform remap table. For
186 * arrays this is the first element in the array.
188 unsigned remap_location
;
195 #endif /* IR_UNIFORM_H */