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-rw-r--r--src/mesa/program/prog_uniform.c165
1 files changed, 165 insertions, 0 deletions
diff --git a/src/mesa/program/prog_uniform.c b/src/mesa/program/prog_uniform.c
new file mode 100644
index 00000000000..c408a8492c6
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+++ b/src/mesa/program/prog_uniform.c
@@ -0,0 +1,165 @@
+/*
+ * 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++) {
+ free((void *) list->Uniforms[i].Name);
+ }
+ free(list->Uniforms);
+ free(list);
+}
+
+
+struct gl_uniform *
+_mesa_append_uniform(struct gl_uniform_list *list,
+ const char *name, GLenum target, GLuint progPos)
+{
+ const GLuint oldNum = list->NumUniforms;
+ struct gl_uniform *uniform;
+ 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;
+ }
+
+ uniform = list->Uniforms + oldNum;
+
+ uniform->Name = _mesa_strdup(name);
+ uniform->VertPos = -1;
+ uniform->FragPos = -1;
+ uniform->Initialized = GL_FALSE;
+
+ list->NumUniforms++;
+ }
+ else {
+ /* found */
+ uniform = list->Uniforms + index;
+ }
+
+ /* update position for the vertex or fragment program */
+ if (target == GL_VERTEX_PROGRAM_ARB) {
+ if (uniform->VertPos != -1) {
+ /* this uniform is already in the list - that shouldn't happen */
+ return GL_FALSE;
+ }
+ uniform->VertPos = progPos;
+ }
+ else {
+ if (uniform->FragPos != -1) {
+ /* this uniform is already in the list - that shouldn't happen */
+ return GL_FALSE;
+ }
+ uniform->FragPos = progPos;
+ }
+
+ return uniform;
+}
+
+
+/**
+ * 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 (!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++) {
+ GLint len = (GLint) 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);
+ }
+}