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authorIan Romanick <ian.d.romanick@intel.com>2010-06-21 16:06:07 -0700
committerIan Romanick <ian.d.romanick@intel.com>2010-06-23 10:56:04 -0700
commit5edf6f98d8b7b945294c55284cefc8035d23ea8a (patch)
tree5239b965d81df040d54e8d1f7867f2104be11561
parent8b80e9f9e3bc9ca41c95125826139471f73602c4 (diff)
Import gl_uniform and gl_uniform_list types from Mesa
-rw-r--r--program.h35
1 files changed, 34 insertions, 1 deletions
diff --git a/program.h b/program.h
index 44cf345..57985c4 100644
--- a/program.h
+++ b/program.h
@@ -42,7 +42,40 @@ struct glsl_shader {
struct gl_program_parameter_list;
-struct gl_uniform_list;
+
+/**
+ * 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;
+ GLboolean Initialized; /**< For debug. Has this uniform been set? */
+#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] */
+};
+
/**
* Based on gl_shader_program in Mesa's mtypes.h.