blob: 0b1d0232a06dd10fe479509bf96d11f8ad0d4091 [file] [log] [blame]
/*
* 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);
}
}