/*
* Copyright © 2011 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 (including the next
* paragraph) 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
* THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
#ifndef IR_UNIFORM_H
#define IR_UNIFORM_H
/* stdbool.h is necessary because this file is included in both C and C++ code.
*/
#include <stdbool.h>
#include "program/prog_parameter.h" /* For union gl_constant_value. */
/**
* Used by GL_ARB_explicit_uniform_location extension code in the linker
* and glUniform* functions to identify inactive explicit uniform locations.
*/
#define INACTIVE_UNIFORM_EXPLICIT_LOCATION ((gl_uniform_storage *) -1)
#ifdef __cplusplus
extern "C" {
#endif
enum PACKED gl_uniform_driver_format {
uniform_native = 0, /**< Store data in the native format. */
uniform_int_float, /**< Store integer data as floats. */
};
struct gl_uniform_driver_storage {
/**
* Number of bytes from one array element to the next.
*/
uint8_t element_stride;
/**
* Number of bytes from one vector in a matrix to the next.
*/
uint8_t vector_stride;
/**
* Base format of the stored data.
*/
enum gl_uniform_driver_format format;
/**
* Pointer to the base of the data.
*/
void *data;
};
struct gl_opaque_uniform_index {
/**
* Base opaque uniform index
*
* If \c gl_uniform_storage::base_type is an opaque type, this
* represents its uniform index. If \c
* gl_uniform_storage::array_elements is not zero, the array will
* use opaque uniform indices \c index through \c index + \c
* gl_uniform_storage::array_elements - 1, inclusive.
*
* Note that the index may be different in each shader stage.
*/
uint8_t index;
/**
* Whether this opaque uniform is used in this shader stage.
*/
bool active;
};
struct gl_uniform_storage {
char *name;
/** Type of this uniform data stored.
*
* In the case of an array, it's the type of a single array element.
*/
const struct glsl_type *type;
/**
* The number of elements in this uniform.
*
* For non-arrays, this is always 0. For arrays, the value is the size of
* the array.
*/
unsigned array_elements;
struct gl_opaque_uniform_index opaque[MESA_SHADER_STAGES];
/**
* Mask of shader stages (1 << MESA_SHADER_xxx) where this uniform is used.
*/
unsigned active_shader_mask;
/**
* Storage used by the driver for the uniform
*/
unsigned num_driver_storage;
struct gl_uniform_driver_storage *driver_storage;
/**
* Storage used by Mesa for the uniform
*
* This form of the uniform is used by Mesa's implementation of \c
* glGetUniform. It can also be used by drivers to obtain the value of the
* uniform if the \c ::driver_storage interface is not used.
*/
union gl_constant_value *storage;
/** Fields for GL_ARB_uniform_buffer_object
* @{
*/
/**
* GL_UNIFORM_BLOCK_INDEX: index of the uniform block containing
* the uniform, or -1 for the default uniform block. Note that the
* index is into the linked program's UniformBlocks[] array, not
* the linked shader's.
*/
int block_index;
/** GL_UNIFORM_OFFSET: byte offset within the uniform block, or -1. */
int offset;
/**
* GL_UNIFORM_MATRIX_STRIDE: byte stride between columns or rows of
* a matrix. Set to 0 for non-matrices in UBOs, or -1 for uniforms
* in the default uniform block.
*/
int matrix_stride;
/**
* GL_UNIFORM_ARRAY_STRIDE: byte stride between elements of the
* array. Set to zero for non-arrays in UBOs, or -1 for uniforms
* in the default uniform block.
*/
int array_stride;
/** GL_UNIFORM_ROW_MAJOR: true iff it's a row-major matrix in a UBO */
bool row_major;
/** @} */
/**
* This is a compiler-generated uniform that should not be advertised
* via the API.
*/
bool hidden;
/**
* This is a built-in uniform that should not be modified through any gl API.
*/
bool builtin;
/**
* This is a shader storage buffer variable, not an uniform.
*/
bool is_shader_storage;
/**
* Index within gl_shader_program::AtomicBuffers[] of the atomic
* counter buffer this uniform is stored in, or -1 if this is not
* an atomic counter.
*/
int atomic_buffer_index;
/**
* The 'base location' for this uniform in the uniform remap table. For
* arrays this is the first element in the array.
* for subroutines this is in shader subroutine uniform remap table.
*/
unsigned remap_location;
/**
* The number of compatible subroutines with this subroutine uniform.
*/
unsigned num_compatible_subroutines;
/**
* A single integer identifying the number of active array elements of
* the top-level shader storage block member (GL_TOP_LEVEL_ARRAY_SIZE).
*/
unsigned top_level_array_size;
/**
* A single integer identifying the stride between array elements of the
* top-level shader storage block member. (GL_TOP_LEVEL_ARRAY_STRIDE).
*/
unsigned top_level_array_stride;
/**
* Whether this uniform variable has the bindless_sampler or bindless_image
* layout qualifier as specified by ARB_bindless_texture.
*/
bool is_bindless;
};
#ifdef __cplusplus
}
#endif
#endif /* IR_UNIFORM_H */