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//
// Copyright (c) 2010-2012 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 <GLES2/gl2.h>
#include "common/debug.h"
namespace gl
{
// Helper struct representing a single shader uniform
struct Uniform
{
Uniform(GLenum type, const std::string &_name, unsigned int arraySize);
~Uniform();
bool isArray() const;
unsigned int elementCount() const;
unsigned int registerCount() const;
static std::string Uniform::undecorate(const std::string &_name);
const GLenum type;
const std::string _name; // Decorated name
const std::string name; // Undecorated name
const unsigned int arraySize;
unsigned char *data;
bool dirty;
struct RegisterInfo
{
RegisterInfo()
{
registerIndex = -1;
registerCount = 0;
}
int registerIndex;
unsigned int registerCount;
};
RegisterInfo ps;
RegisterInfo vs;
};
typedef std::vector<Uniform*> UniformArray;
}
#endif // LIBGLESV2_UNIFORM_H_