/* * Mesa 3-D graphics library * * Copyright (C) 2010 VMware, Inc. 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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. */ #ifndef UNIFORMS_H #define UNIFORMS_H #include "util/glheader.h" #include "compiler/glsl_types.h" #include "compiler/glsl/ir_uniform.h" #include "program/prog_parameter.h" #ifdef __cplusplus extern "C" { #endif struct gl_program; struct _glapi_table; void _mesa_uniform(GLint location, GLsizei count, const GLvoid *values, struct gl_context *, struct gl_shader_program *, enum glsl_base_type basicType, unsigned src_components); void _mesa_uniform_matrix(GLint location, GLsizei count, GLboolean transpose, const void *values, struct gl_context *, struct gl_shader_program *, GLuint cols, GLuint rows, enum glsl_base_type basicType); void _mesa_uniform_handle(GLint location, GLsizei count, const GLvoid *values, struct gl_context *, struct gl_shader_program *); void _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location, GLsizei bufSize, enum glsl_base_type returnType, GLvoid *paramsOut); extern void _mesa_uniform_attach_driver_storage(struct gl_uniform_storage *, unsigned element_stride, unsigned vector_stride, enum gl_uniform_driver_format format, void *data); extern void _mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage *uni); extern void _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni, unsigned array_index, unsigned count); void _mesa_ensure_and_associate_uniform_storage(struct gl_context *ctx, struct gl_shader_program *shader_program, struct gl_program *prog, unsigned required_space); extern void _mesa_update_shader_textures_used(struct gl_shader_program *shProg, struct gl_program *prog); extern bool _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg, char *errMsg, size_t errMsgLength); extern bool _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *); extern void _mesa_flush_vertices_for_uniforms(struct gl_context *ctx, const struct gl_uniform_storage *uni); extern GLint _mesa_GetUniformLocation_impl(GLuint programObj, const GLcharARB *name, bool glthread); extern void _mesa_GetActiveUniform_impl(GLuint program, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *nameOut, bool glthread); struct gl_builtin_uniform_element { const char *field; gl_state_index16 tokens[STATE_LENGTH]; int swizzle; }; struct gl_builtin_uniform_desc { const char *name; const struct gl_builtin_uniform_element *elements; unsigned int num_elements; }; #ifdef __cplusplus } #endif #endif /* UNIFORMS_H */