ir_to_mesa: Respect the driver if it rejects a shader.
[mesa.git] / src / mesa / program / prog_uniform.h
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/mtypes.h"
35 #include "prog_statevars.h"
36
37
38 /**
39 * Shader program uniform variable.
40 * The glGetUniformLocation() and glUniform() commands will use this
41 * information.
42 * Note that a uniform such as "binormal" might be used in both the
43 * vertex shader and the fragment shader. When glUniform() is called to
44 * set the uniform's value, it must be updated in both the vertex and
45 * fragment shaders. The uniform may be in different locations in the
46 * two shaders so we keep track of that here.
47 */
48 struct gl_uniform
49 {
50 const char *Name; /**< Null-terminated string */
51 GLint VertPos;
52 GLint FragPos;
53 GLint GeomPos;
54 GLboolean Initialized; /**< For debug. Has this uniform been set? */
55 #if 0
56 GLenum DataType; /**< GL_FLOAT, GL_FLOAT_VEC2, etc */
57 GLuint Size; /**< Number of components (1..4) */
58 #endif
59 };
60
61
62 /**
63 * List of gl_uniforms
64 */
65 struct gl_uniform_list
66 {
67 GLuint Size; /**< allocated size of Uniforms array */
68 GLuint NumUniforms; /**< number of uniforms in the array */
69 struct gl_uniform *Uniforms; /**< Array [Size] */
70 };
71
72
73 extern struct gl_uniform_list *
74 _mesa_new_uniform_list(void);
75
76 extern void
77 _mesa_free_uniform_list(struct gl_uniform_list *list);
78
79 extern struct gl_uniform *
80 _mesa_append_uniform(struct gl_uniform_list *list,
81 const char *name, GLenum target, GLuint progPos);
82
83 extern GLint
84 _mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name);
85
86 extern GLint
87 _mesa_longest_uniform_name(const struct gl_uniform_list *list);
88
89 extern void
90 _mesa_print_uniforms(const struct gl_uniform_list *list);
91
92
93 #endif /* PROG_UNIFORM_H */