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//
// Copyright (c) 2010-2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#ifndef LIBGLESV2_UNIFORM_H_
#define LIBGLESV2_UNIFORM_H_
#include <string>
#include <vector>
#define GL_APICALL
#include <GLES3/gl3.h>
#include <GLES2/gl2.h>
#include "common/debug.h"
#include "angletypes.h"
#include "compiler/Uniform.h"
namespace gl
{
// Helper struct representing a single shader uniform
struct Uniform
{
Uniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize, const int blockIndex, const sh::BlockMemberInfo &blockInfo);
~Uniform();
bool isArray() const;
unsigned int elementCount() const;
bool isReferencedByVertexShader() const;
bool isReferencedByFragmentShader() const;
bool isInDefaultBlock() const;
const GLenum type;
const GLenum precision;
const std::string name;
const unsigned int arraySize;
const int blockIndex;
const sh::BlockMemberInfo blockInfo;
unsigned char *data;
bool dirty;
unsigned int psRegisterIndex;
unsigned int vsRegisterIndex;
unsigned int registerCount;
};
typedef std::vector<Uniform*> UniformArray;
// Helper struct representing a single shader uniform block
struct UniformBlock
{
// use GL_INVALID_INDEX for non-array elements
UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize);
bool isArrayElement() const;
bool isReferencedByVertexShader() const;
bool isReferencedByFragmentShader() const;
const std::string name;
const unsigned int elementIndex;
const unsigned int dataSize;
std::vector<unsigned int> memberUniformIndexes;
unsigned int psRegisterIndex;
unsigned int vsRegisterIndex;
};
typedef std::vector<UniformBlock*> UniformBlockArray;
}
#endif // LIBGLESV2_UNIFORM_H_