/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPLv3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3D_RENDER_SHADERVARIABLES_P_H #define QT3D_RENDER_SHADERVARIABLES_P_H #include #include QT_BEGIN_NAMESPACE namespace Qt3D { namespace Render { struct ShaderAttribute { QString m_name; GLenum m_type; int m_size; int m_location; }; struct ShaderUniform { ShaderUniform() : m_size(0) , m_offset(-1) , m_location(-1) , m_blockIndex(-1) {} QString m_name; GLenum m_type; int m_size; int m_offset; // -1 default, >= 0 if uniform defined in uniform block int m_location; // -1 if uniform defined in a uniform block int m_blockIndex; // -1 is the default, >= 0 if uniform defined in uniform block int m_arrayStride; // -1 is the default, >= 0 if uniform defined in uniform block and if it's an array int m_matrixStride; // -1 is the default, >= 0 uniform defined in uniform block and is a matrix uint m_rawByteSize; // contains byte size (size / type / strides) // size, offset and strides are in bytes }; struct ShaderUniformBlock { ShaderUniformBlock() : m_index(-1) , m_binding(-1) , m_activeUniformsCount(0) , m_size(0) {} QString m_name; int m_index; int m_binding; int m_activeUniformsCount; int m_size; }; } // Render } // Qt3D QT_END_NAMESPACE #endif // QT3D_RENDER_SHADERVARIABLES_P_H