| /* |
| * 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; list && 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; list && 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); |
| } |
| } |