+ class ArrayLoader: public DataFile::Loader
+ {
+ private:
+ DataType type;
+ unsigned element_size;
+ std::vector<char> data;
+
+ public:
+ ArrayLoader(DataType, unsigned);
+
+ DataType get_data_type() const { return type; }
+ unsigned get_element_size() const { return element_size; }
+ const void *get_data() const { return &data[0]; }
+ unsigned get_size() const { return data.size()/(4*element_size); }
+
+ private:
+ void uniform(DataType, unsigned, const void *);
+ void uniform1i(int);
+ void uniform1f(float);
+ void uniform2i(int, int);
+ void uniform2f(float, float);
+ void uniform3i(int, int, int);
+ void uniform3f(float, float, float);
+ void uniform4i(int, int, int, int);
+ void uniform4f(float, float, float, float);
+ };
+
+ typedef unsigned Mask;
+
+ enum
+ {
+ MASK_BITS = sizeof(Mask)*8,
+ ALL_ONES = static_cast<Mask>(-1)
+ };
+
+ struct NamedUniform
+ {
+ std::string name;
+ Uniform *value;
+
+ NamedUniform();
+
+ bool compare_name(const std::string &, unsigned) const;
+ void replace_value(Uniform *);
+ };
+
+ struct SharedBlock
+ {
+ Mask used;
+ Mask dirty;
+ UniformBlock *block;
+ union
+ {
+ UInt8 type_flag;
+ UInt8 values[16];
+ struct
+ {
+ UInt8 type_flag;
+ UInt8 *values;
+ } dynamic;
+ } indices;
+
+ SharedBlock(UniformBlock *);
+
+ const UInt8 *get_uniform_indices() const;
+ };
+
+ struct ProgramBlock
+ {
+ int bind_point;
+ UniformBlock *block;
+ SharedBlock *shared;
+
+ ProgramBlock();
+ ProgramBlock(int, SharedBlock *);
+ };
+
+ struct ProgramUniforms
+ {
+ std::vector<ProgramBlock> blocks;
+ Mask used;
+ Mask dirty;
+
+ ProgramUniforms();
+ };
+
+ typedef std::map<Program::LayoutHash, SharedBlock> BlockMap;
+ typedef std::map<Program::LayoutHash, ProgramUniforms> ProgramMap;
+
+ // XXX All these mutables are a bit silly, but I'm out of better ideas
+ const Program *tied_program;
+ std::vector<NamedUniform> uniforms;
+ mutable BlockMap blocks;
+ mutable ProgramMap programs;
+ mutable UniformBlock *last_block;
+ mutable Buffer *buffer;
+ mutable unsigned dirty;