From: Brian Date: Sat, 5 Apr 2008 00:57:40 +0000 (-0600) Subject: mesa: new functions for managing list/index of uniforms X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=b8cc9e88e067a5cd6a1acbae6d6a314e9165652f;p=mesa.git mesa: new functions for managing list/index of uniforms --- diff --git a/src/mesa/shader/prog_uniform.c b/src/mesa/shader/prog_uniform.c new file mode 100644 index 00000000000..20e004b350c --- /dev/null +++ b/src/mesa/shader/prog_uniform.c @@ -0,0 +1,157 @@ +/* + * Mesa 3-D graphics library + * Version: 7.1 + * + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +/** + * \file prog_uniform.c + * Shader uniform functions. + * \author Brian Paul + */ + +#include "main/imports.h" +#include "main/mtypes.h" +#include "prog_uniform.h" + + +struct gl_uniform_list * +_mesa_new_uniform_list(void) +{ + return CALLOC_STRUCT(gl_uniform_list); +} + + +void +_mesa_free_uniform_list(struct gl_uniform_list *list) +{ + GLuint i; + for (i = 0; i < list->NumUniforms; i++) { + _mesa_free((void *) list->Uniforms[i].Name); + } + _mesa_free(list->Uniforms); + _mesa_free(list); +} + + +GLboolean +_mesa_append_uniform(struct gl_uniform_list *list, + const char *name, GLenum target, GLuint progPos) +{ + const GLuint oldNum = list->NumUniforms; + GLint index; + + assert(target == GL_VERTEX_PROGRAM_ARB || + target == GL_FRAGMENT_PROGRAM_ARB); + + index = _mesa_lookup_uniform(list, name); + if (index < 0) { + /* not found - append to list */ + + if (oldNum + 1 > list->Size) { + /* Need to grow the list array (alloc some extra) */ + list->Size += 4; + + /* realloc arrays */ + list->Uniforms = (struct gl_uniform *) + _mesa_realloc(list->Uniforms, + oldNum * sizeof(struct gl_uniform), + list->Size * sizeof(struct gl_uniform)); + } + + if (!list->Uniforms) { + /* out of memory */ + list->NumUniforms = 0; + list->Size = 0; + return GL_FALSE; + } + + list->Uniforms[oldNum].Name = _mesa_strdup(name); + list->Uniforms[oldNum].VertPos = -1; + list->Uniforms[oldNum].FragPos = -1; + index = oldNum; + list->NumUniforms++; + } + + /* update position for the vertex or fragment program */ + if (target == GL_VERTEX_PROGRAM_ARB) { + if (list->Uniforms[index].VertPos != -1) { + /* this uniform is already in the list - that shouldn't happen */ + return GL_FALSE; + } + list->Uniforms[index].VertPos = progPos; + } + else { + if (list->Uniforms[index].FragPos != -1) { + /* this uniform is already in the list - that shouldn't happen */ + return GL_FALSE; + } + list->Uniforms[index].FragPos = progPos; + } + + return GL_TRUE; +} + + +/** + * Return the location/index of the named uniform in the uniform list, + * or -1 if not found. + */ +GLint +_mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name) +{ + GLuint i; + for (i = 0; i < list->NumUniforms; i++) { + if (!_mesa_strcmp(list->Uniforms[i].Name, name)) { + return i; + } + } + return -1; +} + + +GLint +_mesa_longest_uniform_name(const struct gl_uniform_list *list) +{ + GLint max = 0; + GLuint i; + for (i = 0; i < list->NumUniforms; i++) { + GLuint len = _mesa_strlen(list->Uniforms[i].Name); + if (len > max) + max = len; + } + return max; +} + + +void +_mesa_print_uniforms(const struct gl_uniform_list *list) +{ + GLuint i; + printf("Uniform list %p:\n", (void *) list); + for (i = 0; i < list->NumUniforms; i++) { + printf("%d: %s %d %d\n", + i, + list->Uniforms[i].Name, + list->Uniforms[i].VertPos, + list->Uniforms[i].FragPos); + } +} diff --git a/src/mesa/shader/prog_uniform.h b/src/mesa/shader/prog_uniform.h new file mode 100644 index 00000000000..735de28705a --- /dev/null +++ b/src/mesa/shader/prog_uniform.h @@ -0,0 +1,91 @@ +/* + * Mesa 3-D graphics library + * Version: 7.1 + * + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +/** + * \file prog_uniform.c + * Shader uniform functions. + * \author Brian Paul + */ + +#ifndef PROG_UNIFORM_H +#define PROG_UNIFORM_H + +#include "main/mtypes.h" +#include "prog_statevars.h" + + +/** + * Shader program uniform variable. + * The glGetUniformLocation() and glUniform() commands will use this + * information. + * Note that a uniform such as "binormal" might be used in both the + * vertex shader and the fragment shader. When glUniform() is called to + * set the uniform's value, it must be updated in both the vertex and + * fragment shaders. The uniform may be in different locations in the + * two shaders so we keep track of that here. + */ +struct gl_uniform +{ + const char *Name; /**< Null-terminated string */ + GLint VertPos; + GLint FragPos; +#if 0 + GLenum DataType; /**< GL_FLOAT, GL_FLOAT_VEC2, etc */ + GLuint Size; /**< Number of components (1..4) */ +#endif +}; + + +/** + * List of gl_uniforms + */ +struct gl_uniform_list +{ + GLuint Size; /**< allocated size of Uniforms array */ + GLuint NumUniforms; /**< number of uniforms in the array */ + struct gl_uniform *Uniforms; /**< Array [Size] */ +}; + + +extern struct gl_uniform_list * +_mesa_new_uniform_list(void); + +extern void +_mesa_free_uniform_list(struct gl_uniform_list *list); + +extern GLboolean +_mesa_append_uniform(struct gl_uniform_list *list, + const char *name, GLenum target, GLuint progPos); + +extern GLint +_mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name); + +extern GLint +_mesa_longest_uniform_name(const struct gl_uniform_list *list); + +extern void +_mesa_print_uniforms(const struct gl_uniform_list *list); + + +#endif /* PROG_UNIFORM_H */