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28 /* stdbool.h is necessary because this file is included in both C and C++ code.
32 #include "program/prog_parameter.h" /* For union gl_constant_value. */
35 * Used by GL_ARB_explicit_uniform_location extension code in the linker
36 * and glUniform* functions to identify inactive explicit uniform locations.
38 #define INACTIVE_UNIFORM_EXPLICIT_LOCATION ((gl_uniform_storage *) -1)
44 enum PACKED gl_uniform_driver_format {
45 uniform_native = 0, /**< Store data in the native format. */
46 uniform_int_float, /**< Store integer data as floats. */
49 struct gl_uniform_driver_storage {
51 * Number of bytes from one array element to the next.
53 uint8_t element_stride;
56 * Number of bytes from one vector in a matrix to the next.
58 uint8_t vector_stride;
61 * Base format of the stored data.
63 enum gl_uniform_driver_format format;
66 * Pointer to the base of the data.
71 struct gl_opaque_uniform_index {
73 * Base opaque uniform index
75 * If \c gl_uniform_storage::base_type is an opaque type, this
76 * represents its uniform index. If \c
77 * gl_uniform_storage::array_elements is not zero, the array will
78 * use opaque uniform indices \c index through \c index + \c
79 * gl_uniform_storage::array_elements - 1, inclusive.
81 * Note that the index may be different in each shader stage.
86 * Whether this opaque uniform is used in this shader stage.
91 struct gl_uniform_storage {
93 /** Type of this uniform data stored.
95 * In the case of an array, it's the type of a single array element.
97 const struct glsl_type *type;
100 * The number of elements in this uniform.
102 * For non-arrays, this is always 0. For arrays, the value is the size of
105 unsigned array_elements;
107 struct gl_opaque_uniform_index opaque[MESA_SHADER_STAGES];
110 * Mask of shader stages (1 << MESA_SHADER_xxx) where this uniform is used.
112 unsigned active_shader_mask;
115 * Storage used by the driver for the uniform
117 unsigned num_driver_storage;
118 struct gl_uniform_driver_storage *driver_storage;
121 * Storage used by Mesa for the uniform
123 * This form of the uniform is used by Mesa's implementation of \c
124 * glGetUniform. It can also be used by drivers to obtain the value of the
125 * uniform if the \c ::driver_storage interface is not used.
127 union gl_constant_value *storage;
129 /** Fields for GL_ARB_uniform_buffer_object
134 * GL_UNIFORM_BLOCK_INDEX: index of the uniform block containing
135 * the uniform, or -1 for the default uniform block. Note that the
136 * index is into the linked program's UniformBlocks[] array, not
137 * the linked shader's.
141 /** GL_UNIFORM_OFFSET: byte offset within the uniform block, or -1. */
145 * GL_UNIFORM_MATRIX_STRIDE: byte stride between columns or rows of
146 * a matrix. Set to 0 for non-matrices in UBOs, or -1 for uniforms
147 * in the default uniform block.
152 * GL_UNIFORM_ARRAY_STRIDE: byte stride between elements of the
153 * array. Set to zero for non-arrays in UBOs, or -1 for uniforms
154 * in the default uniform block.
158 /** GL_UNIFORM_ROW_MAJOR: true iff it's a row-major matrix in a UBO */
164 * This is a compiler-generated uniform that should not be advertised
170 * This is a built-in uniform that should not be modified through any gl API.
175 * This is a shader storage buffer variable, not an uniform.
177 bool is_shader_storage;
180 * Index within gl_shader_program::AtomicBuffers[] of the atomic
181 * counter buffer this uniform is stored in, or -1 if this is not
184 int atomic_buffer_index;
187 * The 'base location' for this uniform in the uniform remap table. For
188 * arrays this is the first element in the array.
189 * for subroutines this is in shader subroutine uniform remap table.
191 unsigned remap_location;
194 * The number of compatible subroutines with this subroutine uniform.
196 unsigned num_compatible_subroutines;
199 * A single integer identifying the number of active array elements of
200 * the top-level shader storage block member (GL_TOP_LEVEL_ARRAY_SIZE).
202 unsigned top_level_array_size;
205 * A single integer identifying the stride between array elements of the
206 * top-level shader storage block member. (GL_TOP_LEVEL_ARRAY_STRIDE).
208 unsigned top_level_array_stride;
211 * Whether this uniform variable has the bindless_sampler or bindless_image
212 * layout qualifier as specified by ARB_bindless_texture.
221 #endif /* IR_UNIFORM_H */