mesa: new functions for managing list/index of uniforms
This commit is contained in:
157
src/mesa/shader/prog_uniform.c
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157
src/mesa/shader/prog_uniform.c
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@@ -0,0 +1,157 @@
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/*
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* Mesa 3-D graphics library
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* Version: 7.1
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*
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* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file prog_uniform.c
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* Shader uniform functions.
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* \author Brian Paul
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*/
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#include "main/imports.h"
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#include "main/mtypes.h"
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#include "prog_uniform.h"
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struct gl_uniform_list *
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_mesa_new_uniform_list(void)
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{
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return CALLOC_STRUCT(gl_uniform_list);
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}
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void
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_mesa_free_uniform_list(struct gl_uniform_list *list)
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{
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GLuint i;
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for (i = 0; i < list->NumUniforms; i++) {
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_mesa_free((void *) list->Uniforms[i].Name);
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}
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_mesa_free(list->Uniforms);
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_mesa_free(list);
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}
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GLboolean
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_mesa_append_uniform(struct gl_uniform_list *list,
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const char *name, GLenum target, GLuint progPos)
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{
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const GLuint oldNum = list->NumUniforms;
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GLint index;
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assert(target == GL_VERTEX_PROGRAM_ARB ||
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target == GL_FRAGMENT_PROGRAM_ARB);
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index = _mesa_lookup_uniform(list, name);
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if (index < 0) {
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/* not found - append to list */
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if (oldNum + 1 > list->Size) {
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/* Need to grow the list array (alloc some extra) */
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list->Size += 4;
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/* realloc arrays */
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list->Uniforms = (struct gl_uniform *)
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_mesa_realloc(list->Uniforms,
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oldNum * sizeof(struct gl_uniform),
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list->Size * sizeof(struct gl_uniform));
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}
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if (!list->Uniforms) {
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/* out of memory */
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list->NumUniforms = 0;
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list->Size = 0;
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return GL_FALSE;
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}
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list->Uniforms[oldNum].Name = _mesa_strdup(name);
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list->Uniforms[oldNum].VertPos = -1;
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list->Uniforms[oldNum].FragPos = -1;
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index = oldNum;
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list->NumUniforms++;
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}
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/* update position for the vertex or fragment program */
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if (target == GL_VERTEX_PROGRAM_ARB) {
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if (list->Uniforms[index].VertPos != -1) {
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/* this uniform is already in the list - that shouldn't happen */
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return GL_FALSE;
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}
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list->Uniforms[index].VertPos = progPos;
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}
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else {
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if (list->Uniforms[index].FragPos != -1) {
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/* this uniform is already in the list - that shouldn't happen */
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return GL_FALSE;
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}
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list->Uniforms[index].FragPos = progPos;
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}
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return GL_TRUE;
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}
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/**
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* Return the location/index of the named uniform in the uniform list,
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* or -1 if not found.
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*/
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GLint
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_mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name)
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{
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GLuint i;
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for (i = 0; i < list->NumUniforms; i++) {
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if (!_mesa_strcmp(list->Uniforms[i].Name, name)) {
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return i;
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}
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}
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return -1;
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}
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GLint
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_mesa_longest_uniform_name(const struct gl_uniform_list *list)
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{
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GLint max = 0;
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GLuint i;
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for (i = 0; i < list->NumUniforms; i++) {
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GLuint len = _mesa_strlen(list->Uniforms[i].Name);
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if (len > max)
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max = len;
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}
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return max;
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}
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void
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_mesa_print_uniforms(const struct gl_uniform_list *list)
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{
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GLuint i;
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printf("Uniform list %p:\n", (void *) list);
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for (i = 0; i < list->NumUniforms; i++) {
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printf("%d: %s %d %d\n",
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i,
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list->Uniforms[i].Name,
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list->Uniforms[i].VertPos,
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list->Uniforms[i].FragPos);
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}
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}
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91
src/mesa/shader/prog_uniform.h
Normal file
91
src/mesa/shader/prog_uniform.h
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@@ -0,0 +1,91 @@
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/*
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* Mesa 3-D graphics library
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* Version: 7.1
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*
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* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file prog_uniform.c
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* Shader uniform functions.
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* \author Brian Paul
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*/
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#ifndef PROG_UNIFORM_H
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#define PROG_UNIFORM_H
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#include "main/mtypes.h"
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#include "prog_statevars.h"
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/**
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* Shader program uniform variable.
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* The glGetUniformLocation() and glUniform() commands will use this
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* information.
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* Note that a uniform such as "binormal" might be used in both the
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* vertex shader and the fragment shader. When glUniform() is called to
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* set the uniform's value, it must be updated in both the vertex and
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* fragment shaders. The uniform may be in different locations in the
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* two shaders so we keep track of that here.
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*/
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struct gl_uniform
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{
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const char *Name; /**< Null-terminated string */
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GLint VertPos;
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GLint FragPos;
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#if 0
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GLenum DataType; /**< GL_FLOAT, GL_FLOAT_VEC2, etc */
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GLuint Size; /**< Number of components (1..4) */
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#endif
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};
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/**
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* List of gl_uniforms
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*/
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struct gl_uniform_list
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{
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GLuint Size; /**< allocated size of Uniforms array */
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GLuint NumUniforms; /**< number of uniforms in the array */
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struct gl_uniform *Uniforms; /**< Array [Size] */
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};
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extern struct gl_uniform_list *
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_mesa_new_uniform_list(void);
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extern void
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_mesa_free_uniform_list(struct gl_uniform_list *list);
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extern GLboolean
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_mesa_append_uniform(struct gl_uniform_list *list,
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const char *name, GLenum target, GLuint progPos);
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extern GLint
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_mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name);
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extern GLint
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_mesa_longest_uniform_name(const struct gl_uniform_list *list);
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extern void
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_mesa_print_uniforms(const struct gl_uniform_list *list);
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#endif /* PROG_UNIFORM_H */
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