/* * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * Copyright © 2010 Intel Corporation * * 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. */ #include /** * Based on gl_shader in Mesa's mtypes.h. */ struct glsl_shader { GLenum Type; GLuint Name; GLint RefCount; GLboolean DeletePending; GLboolean CompileStatus; const GLchar *Source; /**< Source code string */ size_t SourceLen; GLchar *InfoLog; struct exec_list ir; struct glsl_symbol_table *symbols; }; struct gl_program_parameter_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. */ struct glsl_program { GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */ GLuint Name; /**< aka handle or ID */ GLint RefCount; /**< Reference count */ GLboolean DeletePending; GLuint NumShaders; /**< number of attached shaders */ struct glsl_shader **Shaders; /**< List of attached the shaders */ /* post-link info: */ struct gl_uniform_list *Uniforms; struct gl_program_parameter_list *Varying; GLboolean LinkStatus; /**< GL_LINK_STATUS */ GLboolean Validated; GLboolean _Used; /**< Ever used for drawing? */ GLchar *InfoLog; }; extern void link_shaders(struct glsl_program *prog);