📄 prog_uniform.c
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/* * 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++) { _mesa_free((void *) list->Uniforms[i].Name); } _mesa_free(list->Uniforms); _mesa_free(list);}GLboolean_mesa_append_uniform(struct gl_uniform_list *list, const char *name, GLenum target, GLuint progPos){ const GLuint oldNum = list->NumUniforms; 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; } list->Uniforms[oldNum].Name = _mesa_strdup(name); list->Uniforms[oldNum].VertPos = -1; list->Uniforms[oldNum].FragPos = -1; index = oldNum; list->NumUniforms++; } /* update position for the vertex or fragment program */ if (target == GL_VERTEX_PROGRAM_ARB) { if (list->Uniforms[index].VertPos != -1) { /* this uniform is already in the list - that shouldn't happen */ return GL_FALSE; } list->Uniforms[index].VertPos = progPos; } else { if (list->Uniforms[index].FragPos != -1) { /* this uniform is already in the list - that shouldn't happen */ return GL_FALSE; } list->Uniforms[index].FragPos = progPos; } return GL_TRUE;}/** * 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 (!_mesa_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++) { GLuint len = _mesa_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); }}
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