glsl: introduce ir_binop_all_equal and ir_binop_any_equal, allow vector cmps
[mesa.git] / src / mesa / main / uniforms.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file uniforms.c
27 * Functions related to GLSL uniform variables.
28 * \author Brian Paul
29 */
30
31 /**
32 * XXX things to do:
33 * 1. Check that the right error code is generated for all _mesa_error() calls.
34 * 2. Insert FLUSH_VERTICES calls in various places
35 */
36
37
38 #include "main/glheader.h"
39 #include "main/context.h"
40 #include "main/dispatch.h"
41 #include "main/shaderapi.h"
42 #include "main/shaderobj.h"
43 #include "main/uniforms.h"
44 #include "program/prog_parameter.h"
45 #include "program/prog_statevars.h"
46 #include "program/prog_uniform.h"
47
48
49
50 static GLenum
51 base_uniform_type(GLenum type)
52 {
53 switch (type) {
54 #if 0 /* not needed, for now */
55 case GL_BOOL:
56 case GL_BOOL_VEC2:
57 case GL_BOOL_VEC3:
58 case GL_BOOL_VEC4:
59 return GL_BOOL;
60 #endif
61 case GL_FLOAT:
62 case GL_FLOAT_VEC2:
63 case GL_FLOAT_VEC3:
64 case GL_FLOAT_VEC4:
65 return GL_FLOAT;
66 case GL_UNSIGNED_INT:
67 case GL_UNSIGNED_INT_VEC2:
68 case GL_UNSIGNED_INT_VEC3:
69 case GL_UNSIGNED_INT_VEC4:
70 return GL_UNSIGNED_INT;
71 case GL_INT:
72 case GL_INT_VEC2:
73 case GL_INT_VEC3:
74 case GL_INT_VEC4:
75 return GL_INT;
76 default:
77 _mesa_problem(NULL, "Invalid type in base_uniform_type()");
78 return GL_FLOAT;
79 }
80 }
81
82
83 static GLboolean
84 is_boolean_type(GLenum type)
85 {
86 switch (type) {
87 case GL_BOOL:
88 case GL_BOOL_VEC2:
89 case GL_BOOL_VEC3:
90 case GL_BOOL_VEC4:
91 return GL_TRUE;
92 default:
93 return GL_FALSE;
94 }
95 }
96
97
98 static GLboolean
99 is_sampler_type(GLenum type)
100 {
101 switch (type) {
102 case GL_SAMPLER_1D:
103 case GL_SAMPLER_2D:
104 case GL_SAMPLER_3D:
105 case GL_SAMPLER_CUBE:
106 case GL_SAMPLER_1D_SHADOW:
107 case GL_SAMPLER_2D_SHADOW:
108 case GL_SAMPLER_2D_RECT_ARB:
109 case GL_SAMPLER_2D_RECT_SHADOW_ARB:
110 case GL_SAMPLER_1D_ARRAY_EXT:
111 case GL_SAMPLER_2D_ARRAY_EXT:
112 case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
113 case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
114 return GL_TRUE;
115 default:
116 return GL_FALSE;
117 }
118 }
119
120
121 static struct gl_program_parameter *
122 get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
123 {
124 const struct gl_program *prog = NULL;
125 GLint progPos;
126
127 progPos = shProg->Uniforms->Uniforms[index].VertPos;
128 if (progPos >= 0) {
129 prog = &shProg->VertexProgram->Base;
130 }
131 else {
132 progPos = shProg->Uniforms->Uniforms[index].FragPos;
133 if (progPos >= 0) {
134 prog = &shProg->FragmentProgram->Base;
135 } else {
136 progPos = shProg->Uniforms->Uniforms[index].GeomPos;
137 if (progPos >= 0) {
138 prog = &shProg->GeometryProgram->Base;
139 }
140 }
141 }
142
143 if (!prog || progPos < 0)
144 return NULL; /* should never happen */
145
146 return &prog->Parameters->Parameters[progPos];
147 }
148
149
150 /**
151 * Called by glGetActiveUniform().
152 */
153 static void
154 _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
155 GLsizei maxLength, GLsizei *length, GLint *size,
156 GLenum *type, GLchar *nameOut)
157 {
158 const struct gl_shader_program *shProg;
159 const struct gl_program *prog = NULL;
160 const struct gl_program_parameter *param;
161 GLint progPos;
162
163 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
164 if (!shProg)
165 return;
166
167 if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
168 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
169 return;
170 }
171
172 progPos = shProg->Uniforms->Uniforms[index].VertPos;
173 if (progPos >= 0) {
174 prog = &shProg->VertexProgram->Base;
175 }
176 else {
177 progPos = shProg->Uniforms->Uniforms[index].FragPos;
178 if (progPos >= 0) {
179 prog = &shProg->FragmentProgram->Base;
180 } else {
181 progPos = shProg->Uniforms->Uniforms[index].GeomPos;
182 if (progPos >= 0) {
183 prog = &shProg->GeometryProgram->Base;
184 }
185 }
186 }
187
188 if (!prog || progPos < 0)
189 return; /* should never happen */
190
191 ASSERT(progPos < prog->Parameters->NumParameters);
192 param = &prog->Parameters->Parameters[progPos];
193
194 if (nameOut) {
195 _mesa_copy_string(nameOut, maxLength, length, param->Name);
196 }
197
198 if (size) {
199 GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
200 if ((GLint) param->Size > typeSize) {
201 /* This is an array.
202 * Array elements are placed on vector[4] boundaries so they're
203 * a multiple of four floats. We round typeSize up to next multiple
204 * of four to get the right size below.
205 */
206 typeSize = (typeSize + 3) & ~3;
207 }
208 /* Note that the returned size is in units of the <type>, not bytes */
209 *size = param->Size / typeSize;
210 }
211
212 if (type) {
213 *type = param->DataType;
214 }
215 }
216
217
218
219 static void
220 get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
221 {
222 switch (type) {
223 case GL_FLOAT_MAT2:
224 *rows = *cols = 2;
225 break;
226 case GL_FLOAT_MAT2x3:
227 *rows = 3;
228 *cols = 2;
229 break;
230 case GL_FLOAT_MAT2x4:
231 *rows = 4;
232 *cols = 2;
233 break;
234 case GL_FLOAT_MAT3:
235 *rows = 3;
236 *cols = 3;
237 break;
238 case GL_FLOAT_MAT3x2:
239 *rows = 2;
240 *cols = 3;
241 break;
242 case GL_FLOAT_MAT3x4:
243 *rows = 4;
244 *cols = 3;
245 break;
246 case GL_FLOAT_MAT4:
247 *rows = 4;
248 *cols = 4;
249 break;
250 case GL_FLOAT_MAT4x2:
251 *rows = 2;
252 *cols = 4;
253 break;
254 case GL_FLOAT_MAT4x3:
255 *rows = 3;
256 *cols = 4;
257 break;
258 default:
259 *rows = *cols = 0;
260 }
261 }
262
263
264 /**
265 * Determine the number of rows and columns occupied by a uniform
266 * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4),
267 * the number of rows = 1 and cols = number of elements in the vector.
268 */
269 static void
270 get_uniform_rows_cols(const struct gl_program_parameter *p,
271 GLint *rows, GLint *cols)
272 {
273 get_matrix_dims(p->DataType, rows, cols);
274 if (*rows == 0 && *cols == 0) {
275 /* not a matrix type, probably a float or vector */
276 if (p->Size <= 4) {
277 *rows = 1;
278 *cols = p->Size;
279 }
280 else {
281 *rows = p->Size / 4 + 1;
282 if (p->Size % 4 == 0)
283 *cols = 4;
284 else
285 *cols = p->Size % 4;
286 }
287 }
288 }
289
290
291 /**
292 * Helper for get_uniform[fi]v() functions.
293 * Given a shader program name and uniform location, return a pointer
294 * to the shader program and return the program parameter position.
295 */
296 static void
297 lookup_uniform_parameter(GLcontext *ctx, GLuint program, GLint location,
298 struct gl_program **progOut, GLint *paramPosOut)
299 {
300 struct gl_shader_program *shProg
301 = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v");
302 struct gl_program *prog = NULL;
303 GLint progPos = -1;
304
305 /* if shProg is NULL, we'll have already recorded an error */
306
307 if (shProg) {
308 if (!shProg->Uniforms ||
309 location < 0 ||
310 location >= (GLint) shProg->Uniforms->NumUniforms) {
311 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
312 }
313 else {
314 /* OK, find the gl_program and program parameter location */
315 progPos = shProg->Uniforms->Uniforms[location].VertPos;
316 if (progPos >= 0) {
317 prog = &shProg->VertexProgram->Base;
318 }
319 else {
320 progPos = shProg->Uniforms->Uniforms[location].FragPos;
321 if (progPos >= 0) {
322 prog = &shProg->FragmentProgram->Base;
323 } else {
324 progPos = shProg->Uniforms->Uniforms[location].GeomPos;
325 if (progPos >= 0) {
326 prog = &shProg->GeometryProgram->Base;
327 }
328 }
329 }
330 }
331 }
332
333 *progOut = prog;
334 *paramPosOut = progPos;
335 }
336
337
338 /**
339 * GLGL uniform arrays and structs require special handling.
340 *
341 * The GL_ARB_shader_objects spec says that if you use
342 * glGetUniformLocation to get the location of an array, you CANNOT
343 * access other elements of the array by adding an offset to the
344 * returned location. For example, you must call
345 * glGetUniformLocation("foo[16]") if you want to set the 16th element
346 * of the array with glUniform().
347 *
348 * HOWEVER, some other OpenGL drivers allow accessing array elements
349 * by adding an offset to the returned array location. And some apps
350 * seem to depend on that behaviour.
351 *
352 * Mesa's gl_uniform_list doesn't directly support this since each
353 * entry in the list describes one uniform variable, not one uniform
354 * element. We could insert dummy entries in the list for each array
355 * element after [0] but that causes complications elsewhere.
356 *
357 * We solve this problem by encoding two values in the location that's
358 * returned by glGetUniformLocation():
359 * a) index into gl_uniform_list::Uniforms[] for the uniform
360 * b) an array/field offset (0 for simple types)
361 *
362 * These two values are encoded in the high and low halves of a GLint.
363 * By putting the uniform number in the high part and the offset in the
364 * low part, we can support the unofficial ability to index into arrays
365 * by adding offsets to the location value.
366 */
367 static void
368 merge_location_offset(GLint *location, GLint offset)
369 {
370 *location = (*location << 16) | offset;
371 }
372
373
374 /**
375 * Separate the uniform location and parameter offset. See above.
376 */
377 static void
378 split_location_offset(GLint *location, GLint *offset)
379 {
380 *offset = *location & 0xffff;
381 *location = *location >> 16;
382 }
383
384
385
386 /**
387 * Called via glGetUniformfv().
388 */
389 static void
390 _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
391 GLfloat *params)
392 {
393 struct gl_program *prog;
394 GLint paramPos;
395 GLint offset;
396
397 split_location_offset(&location, &offset);
398
399 lookup_uniform_parameter(ctx, program, location, &prog, &paramPos);
400
401 if (prog) {
402 const struct gl_program_parameter *p =
403 &prog->Parameters->Parameters[paramPos];
404 GLint rows, cols, i, j, k;
405
406 get_uniform_rows_cols(p, &rows, &cols);
407
408 k = 0;
409 for (i = 0; i < rows; i++) {
410 for (j = 0; j < cols; j++ ) {
411 params[k++] = prog->Parameters->ParameterValues[paramPos+i][j];
412 }
413 }
414 }
415 }
416
417
418 /**
419 * Called via glGetUniformiv().
420 * \sa _mesa_get_uniformfv, only difference is a cast.
421 */
422 static void
423 _mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
424 GLint *params)
425 {
426 struct gl_program *prog;
427 GLint paramPos;
428 GLint offset;
429
430 split_location_offset(&location, &offset);
431
432 lookup_uniform_parameter(ctx, program, location, &prog, &paramPos);
433
434 if (prog) {
435 const struct gl_program_parameter *p =
436 &prog->Parameters->Parameters[paramPos];
437 GLint rows, cols, i, j, k;
438
439 get_uniform_rows_cols(p, &rows, &cols);
440
441 k = 0;
442 for (i = 0; i < rows; i++) {
443 for (j = 0; j < cols; j++ ) {
444 params[k++] = (GLint) prog->Parameters->ParameterValues[paramPos+i][j];
445 }
446 }
447 }
448 }
449
450
451 /**
452 * Called via glGetUniformLocation().
453 *
454 * The return value will encode two values, the uniform location and an
455 * offset (used for arrays, structs).
456 */
457 GLint
458 _mesa_get_uniform_location(GLcontext *ctx, struct gl_shader_program *shProg,
459 const GLchar *name)
460 {
461 GLint offset = 0, location = -1;
462
463 if (shProg->LinkStatus == GL_FALSE) {
464 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
465 return -1;
466 }
467
468 /* XXX we should return -1 if the uniform was declared, but not
469 * actually used.
470 */
471
472 /* XXX we need to be able to parse uniform names for structs and arrays
473 * such as:
474 * mymatrix[1]
475 * mystruct.field1
476 */
477
478 {
479 /* handle 1-dimension arrays here... */
480 char *c = strchr(name, '[');
481 if (c) {
482 /* truncate name at [ */
483 const GLint len = c - name;
484 GLchar *newName = malloc(len + 1);
485 if (!newName)
486 return -1; /* out of mem */
487 memcpy(newName, name, len);
488 newName[len] = 0;
489
490 location = _mesa_lookup_uniform(shProg->Uniforms, newName);
491 if (location >= 0) {
492 const GLint element = atoi(c + 1);
493 if (element > 0) {
494 /* get type of the uniform array element */
495 struct gl_program_parameter *p;
496 p = get_uniform_parameter(shProg, location);
497 if (p) {
498 GLint rows, cols;
499 get_matrix_dims(p->DataType, &rows, &cols);
500 if (rows < 1)
501 rows = 1;
502 offset = element * rows;
503 }
504 }
505 }
506
507 free(newName);
508 }
509 }
510
511 if (location < 0) {
512 location = _mesa_lookup_uniform(shProg->Uniforms, name);
513 }
514
515 if (location >= 0) {
516 merge_location_offset(&location, offset);
517 }
518
519 return location;
520 }
521
522
523
524 /**
525 * Update the vertex/fragment program's TexturesUsed array.
526 *
527 * This needs to be called after glUniform(set sampler var) is called.
528 * A call to glUniform(samplerVar, value) causes a sampler to point to a
529 * particular texture unit. We know the sampler's texture target
530 * (1D/2D/3D/etc) from compile time but the sampler's texture unit is
531 * set by glUniform() calls.
532 *
533 * So, scan the program->SamplerUnits[] and program->SamplerTargets[]
534 * information to update the prog->TexturesUsed[] values.
535 * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX,
536 * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
537 * We'll use that info for state validation before rendering.
538 */
539 void
540 _mesa_update_shader_textures_used(struct gl_program *prog)
541 {
542 GLuint s;
543
544 memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
545
546 for (s = 0; s < MAX_SAMPLERS; s++) {
547 if (prog->SamplersUsed & (1 << s)) {
548 GLuint unit = prog->SamplerUnits[s];
549 GLuint tgt = prog->SamplerTargets[s];
550 assert(unit < MAX_TEXTURE_IMAGE_UNITS);
551 assert(tgt < NUM_TEXTURE_TARGETS);
552 prog->TexturesUsed[unit] |= (1 << tgt);
553 }
554 }
555 }
556
557
558 /**
559 * Check if the type given by userType is allowed to set a uniform of the
560 * target type. Generally, equivalence is required, but setting Boolean
561 * uniforms can be done with glUniformiv or glUniformfv.
562 */
563 static GLboolean
564 compatible_types(GLenum userType, GLenum targetType)
565 {
566 if (userType == targetType)
567 return GL_TRUE;
568
569 if (targetType == GL_BOOL && (userType == GL_FLOAT ||
570 userType == GL_UNSIGNED_INT ||
571 userType == GL_INT))
572 return GL_TRUE;
573
574 if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
575 userType == GL_UNSIGNED_INT_VEC2 ||
576 userType == GL_INT_VEC2))
577 return GL_TRUE;
578
579 if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
580 userType == GL_UNSIGNED_INT_VEC3 ||
581 userType == GL_INT_VEC3))
582 return GL_TRUE;
583
584 if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
585 userType == GL_UNSIGNED_INT_VEC4 ||
586 userType == GL_INT_VEC4))
587 return GL_TRUE;
588
589 if (is_sampler_type(targetType) && userType == GL_INT)
590 return GL_TRUE;
591
592 return GL_FALSE;
593 }
594
595
596 /**
597 * Set the value of a program's uniform variable.
598 * \param program the program whose uniform to update
599 * \param index the index of the program parameter for the uniform
600 * \param offset additional parameter slot offset (for arrays)
601 * \param type the incoming datatype of 'values'
602 * \param count the number of uniforms to set
603 * \param elems number of elements per uniform (1, 2, 3 or 4)
604 * \param values the new values, of datatype 'type'
605 */
606 static void
607 set_program_uniform(GLcontext *ctx, struct gl_program *program,
608 GLint index, GLint offset,
609 GLenum type, GLsizei count, GLint elems,
610 const void *values)
611 {
612 const struct gl_program_parameter *param =
613 &program->Parameters->Parameters[index];
614
615 assert(offset >= 0);
616 assert(elems >= 1);
617 assert(elems <= 4);
618
619 if (!compatible_types(type, param->DataType)) {
620 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
621 return;
622 }
623
624 if (index + offset > (GLint) program->Parameters->Size) {
625 /* out of bounds! */
626 return;
627 }
628
629 if (param->Type == PROGRAM_SAMPLER) {
630 /* This controls which texture unit which is used by a sampler */
631 GLboolean changed = GL_FALSE;
632 GLint i;
633
634 /* this should have been caught by the compatible_types() check */
635 ASSERT(type == GL_INT);
636
637 /* loop over number of samplers to change */
638 for (i = 0; i < count; i++) {
639 GLuint sampler =
640 (GLuint) program->Parameters->ParameterValues[index + offset + i][0];
641 GLuint texUnit = ((GLuint *) values)[i];
642
643 /* check that the sampler (tex unit index) is legal */
644 if (texUnit >= ctx->Const.MaxTextureImageUnits) {
645 _mesa_error(ctx, GL_INVALID_VALUE,
646 "glUniform1(invalid sampler/tex unit index for '%s')",
647 param->Name);
648 return;
649 }
650
651 /* This maps a sampler to a texture unit: */
652 if (sampler < MAX_SAMPLERS) {
653 #if 0
654 printf("Set program %p sampler %d '%s' to unit %u\n",
655 program, sampler, param->Name, texUnit);
656 #endif
657 if (program->SamplerUnits[sampler] != texUnit) {
658 program->SamplerUnits[sampler] = texUnit;
659 changed = GL_TRUE;
660 }
661 }
662 }
663
664 if (changed) {
665 /* When a sampler's value changes it usually requires rewriting
666 * a GPU program's TEX instructions since there may not be a
667 * sampler->texture lookup table. We signal this with the
668 * ProgramStringNotify() callback.
669 */
670 FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
671 _mesa_update_shader_textures_used(program);
672 /* Do we need to care about the return value here?
673 * This should not be the first time the driver was notified of
674 * this program.
675 */
676 (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
677 }
678 }
679 else {
680 /* ordinary uniform variable */
681 const GLboolean isUniformBool = is_boolean_type(param->DataType);
682 const GLenum basicType = base_uniform_type(type);
683 const GLint slots = (param->Size + 3) / 4;
684 const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
685 GLsizei k, i;
686
687 if ((GLint) param->Size > typeSize) {
688 /* an array */
689 /* we'll ignore extra data below */
690 }
691 else {
692 /* non-array: count must be at most one; count == 0 is handled by the loop below */
693 if (count > 1) {
694 _mesa_error(ctx, GL_INVALID_OPERATION,
695 "glUniform(uniform '%s' is not an array)",
696 param->Name);
697 return;
698 }
699 }
700
701 /* loop over number of array elements */
702 for (k = 0; k < count; k++) {
703 GLfloat *uniformVal;
704
705 if (offset + k >= slots) {
706 /* Extra array data is ignored */
707 break;
708 }
709
710 /* uniformVal (the destination) is always float[4] */
711 uniformVal = program->Parameters->ParameterValues[index + offset + k];
712
713 if (basicType == GL_INT) {
714 /* convert user's ints to floats */
715 const GLint *iValues = ((const GLint *) values) + k * elems;
716 for (i = 0; i < elems; i++) {
717 uniformVal[i] = (GLfloat) iValues[i];
718 }
719 }
720 else if (basicType == GL_UNSIGNED_INT) {
721 /* convert user's uints to floats */
722 const GLuint *iValues = ((const GLuint *) values) + k * elems;
723 for (i = 0; i < elems; i++) {
724 uniformVal[i] = (GLfloat) iValues[i];
725 }
726 }
727 else {
728 const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
729 assert(basicType == GL_FLOAT);
730 for (i = 0; i < elems; i++) {
731 uniformVal[i] = fValues[i];
732 }
733 }
734
735 /* if the uniform is bool-valued, convert to 1.0 or 0.0 */
736 if (isUniformBool) {
737 for (i = 0; i < elems; i++) {
738 uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
739 }
740 }
741 }
742 }
743 }
744
745
746 /**
747 * Called via glUniform*() functions.
748 */
749 void
750 _mesa_uniform(GLcontext *ctx, struct gl_shader_program *shProg,
751 GLint location, GLsizei count,
752 const GLvoid *values, GLenum type)
753 {
754 struct gl_uniform *uniform;
755 GLint elems, offset;
756
757 if (!shProg || !shProg->LinkStatus) {
758 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
759 return;
760 }
761
762 if (location == -1)
763 return; /* The standard specifies this as a no-op */
764
765 if (location < -1) {
766 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location=%d)",
767 location);
768 return;
769 }
770
771 split_location_offset(&location, &offset);
772
773 if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
774 _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location=%d)", location);
775 return;
776 }
777
778 if (count < 0) {
779 _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
780 return;
781 }
782
783 elems = _mesa_sizeof_glsl_type(type);
784
785 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
786
787 uniform = &shProg->Uniforms->Uniforms[location];
788
789 if (ctx->Shader.Flags & GLSL_UNIFORMS) {
790 const GLenum basicType = base_uniform_type(type);
791 GLint i;
792 printf("Mesa: set program %u uniform %s (loc %d) to: ",
793 shProg->Name, uniform->Name, location);
794 if (basicType == GL_INT) {
795 const GLint *v = (const GLint *) values;
796 for (i = 0; i < count * elems; i++) {
797 printf("%d ", v[i]);
798 }
799 }
800 else if (basicType == GL_UNSIGNED_INT) {
801 const GLuint *v = (const GLuint *) values;
802 for (i = 0; i < count * elems; i++) {
803 printf("%u ", v[i]);
804 }
805 }
806 else {
807 const GLfloat *v = (const GLfloat *) values;
808 assert(basicType == GL_FLOAT);
809 for (i = 0; i < count * elems; i++) {
810 printf("%g ", v[i]);
811 }
812 }
813 printf("\n");
814 }
815
816 /* A uniform var may be used by both a vertex shader and a fragment
817 * shader. We may need to update one or both shader's uniform here:
818 */
819 if (shProg->VertexProgram) {
820 /* convert uniform location to program parameter index */
821 GLint index = uniform->VertPos;
822 if (index >= 0) {
823 set_program_uniform(ctx, &shProg->VertexProgram->Base,
824 index, offset, type, count, elems, values);
825 }
826 }
827
828 if (shProg->FragmentProgram) {
829 /* convert uniform location to program parameter index */
830 GLint index = uniform->FragPos;
831 if (index >= 0) {
832 set_program_uniform(ctx, &shProg->FragmentProgram->Base,
833 index, offset, type, count, elems, values);
834 }
835 }
836
837 if (shProg->GeometryProgram) {
838 /* convert uniform location to program parameter index */
839 GLint index = uniform->GeomPos;
840 if (index >= 0) {
841 set_program_uniform(ctx, &shProg->GeometryProgram->Base,
842 index, offset, type, count, elems, values);
843 }
844 }
845
846 uniform->Initialized = GL_TRUE;
847 }
848
849
850 /**
851 * Set a matrix-valued program parameter.
852 */
853 static void
854 set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
855 GLuint index, GLuint offset,
856 GLuint count, GLuint rows, GLuint cols,
857 GLboolean transpose, const GLfloat *values)
858 {
859 GLuint mat, row, col;
860 GLuint src = 0;
861 const struct gl_program_parameter * param = &program->Parameters->Parameters[index];
862 const GLuint slots = (param->Size + 3) / 4;
863 const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
864 GLint nr, nc;
865
866 /* check that the number of rows, columns is correct */
867 get_matrix_dims(param->DataType, &nr, &nc);
868 if (rows != nr || cols != nc) {
869 _mesa_error(ctx, GL_INVALID_OPERATION,
870 "glUniformMatrix(matrix size mismatch)");
871 return;
872 }
873
874 if ((GLint) param->Size <= typeSize) {
875 /* non-array: count must be at most one; count == 0 is handled by the loop below */
876 if (count > 1) {
877 _mesa_error(ctx, GL_INVALID_OPERATION,
878 "glUniformMatrix(uniform is not an array)");
879 return;
880 }
881 }
882
883 /*
884 * Note: the _columns_ of a matrix are stored in program registers, not
885 * the rows. So, the loops below look a little funny.
886 * XXX could optimize this a bit...
887 */
888
889 /* loop over matrices */
890 for (mat = 0; mat < count; mat++) {
891
892 /* each matrix: */
893 for (col = 0; col < cols; col++) {
894 GLfloat *v;
895 if (offset >= slots) {
896 /* Ignore writes beyond the end of (the used part of) an array */
897 return;
898 }
899 v = program->Parameters->ParameterValues[index + offset];
900 for (row = 0; row < rows; row++) {
901 if (transpose) {
902 v[row] = values[src + row * cols + col];
903 }
904 else {
905 v[row] = values[src + col * rows + row];
906 }
907 }
908
909 offset++;
910 }
911
912 src += rows * cols; /* next matrix */
913 }
914 }
915
916
917 /**
918 * Called by glUniformMatrix*() functions.
919 * Note: cols=2, rows=4 ==> array[2] of vec4
920 */
921 void
922 _mesa_uniform_matrix(GLcontext *ctx, struct gl_shader_program *shProg,
923 GLint cols, GLint rows,
924 GLint location, GLsizei count,
925 GLboolean transpose, const GLfloat *values)
926 {
927 struct gl_uniform *uniform;
928 GLint offset;
929
930 if (!shProg || !shProg->LinkStatus) {
931 _mesa_error(ctx, GL_INVALID_OPERATION,
932 "glUniformMatrix(program not linked)");
933 return;
934 }
935
936 if (location == -1)
937 return; /* The standard specifies this as a no-op */
938
939 if (location < -1) {
940 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
941 return;
942 }
943
944 split_location_offset(&location, &offset);
945
946 if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
947 _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
948 return;
949 }
950 if (values == NULL) {
951 _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
952 return;
953 }
954
955 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
956
957 uniform = &shProg->Uniforms->Uniforms[location];
958
959 if (shProg->VertexProgram) {
960 /* convert uniform location to program parameter index */
961 GLint index = uniform->VertPos;
962 if (index >= 0) {
963 set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
964 index, offset,
965 count, rows, cols, transpose, values);
966 }
967 }
968
969 if (shProg->FragmentProgram) {
970 /* convert uniform location to program parameter index */
971 GLint index = uniform->FragPos;
972 if (index >= 0) {
973 set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
974 index, offset,
975 count, rows, cols, transpose, values);
976 }
977 }
978
979 if (shProg->GeometryProgram) {
980 /* convert uniform location to program parameter index */
981 GLint index = uniform->GeomPos;
982 if (index >= 0) {
983 set_program_uniform_matrix(ctx, &shProg->GeometryProgram->Base,
984 index, offset,
985 count, rows, cols, transpose, values);
986 }
987 }
988
989 uniform->Initialized = GL_TRUE;
990 }
991
992
993 void GLAPIENTRY
994 _mesa_Uniform1fARB(GLint location, GLfloat v0)
995 {
996 GET_CURRENT_CONTEXT(ctx);
997 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_FLOAT);
998 }
999
1000 void GLAPIENTRY
1001 _mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1)
1002 {
1003 GET_CURRENT_CONTEXT(ctx);
1004 GLfloat v[2];
1005 v[0] = v0;
1006 v[1] = v1;
1007 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC2);
1008 }
1009
1010 void GLAPIENTRY
1011 _mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
1012 {
1013 GET_CURRENT_CONTEXT(ctx);
1014 GLfloat v[3];
1015 v[0] = v0;
1016 v[1] = v1;
1017 v[2] = v2;
1018 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC3);
1019 }
1020
1021 void GLAPIENTRY
1022 _mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
1023 GLfloat v3)
1024 {
1025 GET_CURRENT_CONTEXT(ctx);
1026 GLfloat v[4];
1027 v[0] = v0;
1028 v[1] = v1;
1029 v[2] = v2;
1030 v[3] = v3;
1031 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC4);
1032 }
1033
1034 void GLAPIENTRY
1035 _mesa_Uniform1iARB(GLint location, GLint v0)
1036 {
1037 GET_CURRENT_CONTEXT(ctx);
1038 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_INT);
1039 }
1040
1041 void GLAPIENTRY
1042 _mesa_Uniform2iARB(GLint location, GLint v0, GLint v1)
1043 {
1044 GET_CURRENT_CONTEXT(ctx);
1045 GLint v[2];
1046 v[0] = v0;
1047 v[1] = v1;
1048 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC2);
1049 }
1050
1051 void GLAPIENTRY
1052 _mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)
1053 {
1054 GET_CURRENT_CONTEXT(ctx);
1055 GLint v[3];
1056 v[0] = v0;
1057 v[1] = v1;
1058 v[2] = v2;
1059 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC3);
1060 }
1061
1062 void GLAPIENTRY
1063 _mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
1064 {
1065 GET_CURRENT_CONTEXT(ctx);
1066 GLint v[4];
1067 v[0] = v0;
1068 v[1] = v1;
1069 v[2] = v2;
1070 v[3] = v3;
1071 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC4);
1072 }
1073
1074 void GLAPIENTRY
1075 _mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
1076 {
1077 GET_CURRENT_CONTEXT(ctx);
1078 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT);
1079 }
1080
1081 void GLAPIENTRY
1082 _mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value)
1083 {
1084 GET_CURRENT_CONTEXT(ctx);
1085 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC2);
1086 }
1087
1088 void GLAPIENTRY
1089 _mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value)
1090 {
1091 GET_CURRENT_CONTEXT(ctx);
1092 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC3);
1093 }
1094
1095 void GLAPIENTRY
1096 _mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value)
1097 {
1098 GET_CURRENT_CONTEXT(ctx);
1099 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC4);
1100 }
1101
1102 void GLAPIENTRY
1103 _mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
1104 {
1105 GET_CURRENT_CONTEXT(ctx);
1106 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT);
1107 }
1108
1109 void GLAPIENTRY
1110 _mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value)
1111 {
1112 GET_CURRENT_CONTEXT(ctx);
1113 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC2);
1114 }
1115
1116 void GLAPIENTRY
1117 _mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value)
1118 {
1119 GET_CURRENT_CONTEXT(ctx);
1120 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC3);
1121 }
1122
1123 void GLAPIENTRY
1124 _mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value)
1125 {
1126 GET_CURRENT_CONTEXT(ctx);
1127 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC4);
1128 }
1129
1130
1131 /** OpenGL 3.0 GLuint-valued functions **/
1132 void GLAPIENTRY
1133 _mesa_Uniform1ui(GLint location, GLuint v0)
1134 {
1135 GET_CURRENT_CONTEXT(ctx);
1136 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_UNSIGNED_INT);
1137 }
1138
1139 void GLAPIENTRY
1140 _mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1)
1141 {
1142 GET_CURRENT_CONTEXT(ctx);
1143 GLuint v[2];
1144 v[0] = v0;
1145 v[1] = v1;
1146 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
1147 }
1148
1149 void GLAPIENTRY
1150 _mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
1151 {
1152 GET_CURRENT_CONTEXT(ctx);
1153 GLuint v[3];
1154 v[0] = v0;
1155 v[1] = v1;
1156 v[2] = v2;
1157 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
1158 }
1159
1160 void GLAPIENTRY
1161 _mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
1162 {
1163 GET_CURRENT_CONTEXT(ctx);
1164 GLuint v[4];
1165 v[0] = v0;
1166 v[1] = v1;
1167 v[2] = v2;
1168 v[3] = v3;
1169 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
1170 }
1171
1172 void GLAPIENTRY
1173 _mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
1174 {
1175 GET_CURRENT_CONTEXT(ctx);
1176 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT);
1177 }
1178
1179 void GLAPIENTRY
1180 _mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
1181 {
1182 GET_CURRENT_CONTEXT(ctx);
1183 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC2);
1184 }
1185
1186 void GLAPIENTRY
1187 _mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
1188 {
1189 GET_CURRENT_CONTEXT(ctx);
1190 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
1191 }
1192
1193 void GLAPIENTRY
1194 _mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
1195 {
1196 GET_CURRENT_CONTEXT(ctx);
1197 _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
1198 }
1199
1200
1201
1202 void GLAPIENTRY
1203 _mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose,
1204 const GLfloat * value)
1205 {
1206 GET_CURRENT_CONTEXT(ctx);
1207 _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
1208 2, 2, location, count, transpose, value);
1209 }
1210
1211 void GLAPIENTRY
1212 _mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose,
1213 const GLfloat * value)
1214 {
1215 GET_CURRENT_CONTEXT(ctx);
1216 _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
1217 3, 3, location, count, transpose, value);
1218 }
1219
1220 void GLAPIENTRY
1221 _mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose,
1222 const GLfloat * value)
1223 {
1224 GET_CURRENT_CONTEXT(ctx);
1225 _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
1226 4, 4, location, count, transpose, value);
1227 }
1228
1229
1230 /**
1231 * Non-square UniformMatrix are OpenGL 2.1
1232 */
1233 void GLAPIENTRY
1234 _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
1235 const GLfloat *value)
1236 {
1237 GET_CURRENT_CONTEXT(ctx);
1238 _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
1239 2, 3, location, count, transpose, value);
1240 }
1241
1242 void GLAPIENTRY
1243 _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
1244 const GLfloat *value)
1245 {
1246 GET_CURRENT_CONTEXT(ctx);
1247 _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
1248 3, 2, location, count, transpose, value);
1249 }
1250
1251 void GLAPIENTRY
1252 _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
1253 const GLfloat *value)
1254 {
1255 GET_CURRENT_CONTEXT(ctx);
1256 _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
1257 2, 4, location, count, transpose, value);
1258 }
1259
1260 void GLAPIENTRY
1261 _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
1262 const GLfloat *value)
1263 {
1264 GET_CURRENT_CONTEXT(ctx);
1265 _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
1266 4, 2, location, count, transpose, value);
1267 }
1268
1269 void GLAPIENTRY
1270 _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
1271 const GLfloat *value)
1272 {
1273 GET_CURRENT_CONTEXT(ctx);
1274 _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
1275 3, 4, location, count, transpose, value);
1276 }
1277
1278 void GLAPIENTRY
1279 _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
1280 const GLfloat *value)
1281 {
1282 GET_CURRENT_CONTEXT(ctx);
1283 _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
1284 4, 3, location, count, transpose, value);
1285 }
1286
1287
1288 void GLAPIENTRY
1289 _mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat *params)
1290 {
1291 GET_CURRENT_CONTEXT(ctx);
1292 _mesa_get_uniformfv(ctx, program, location, params);
1293 }
1294
1295
1296 void GLAPIENTRY
1297 _mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params)
1298 {
1299 GET_CURRENT_CONTEXT(ctx);
1300 _mesa_get_uniformiv(ctx, program, location, params);
1301 }
1302
1303
1304 GLint GLAPIENTRY
1305 _mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
1306 {
1307 struct gl_shader_program *shProg;
1308
1309 GET_CURRENT_CONTEXT(ctx);
1310
1311 shProg = _mesa_lookup_shader_program_err(ctx, programObj,
1312 "glGetUniformLocation");
1313 if (!shProg)
1314 return -1;
1315
1316 return _mesa_get_uniform_location(ctx, shProg, name);
1317 }
1318
1319
1320 void GLAPIENTRY
1321 _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
1322 GLsizei maxLength, GLsizei * length, GLint * size,
1323 GLenum * type, GLcharARB * name)
1324 {
1325 GET_CURRENT_CONTEXT(ctx);
1326 _mesa_get_active_uniform(ctx, program, index, maxLength, length, size,
1327 type, name);
1328 }
1329
1330
1331 /**
1332 * Plug in shader uniform-related functions into API dispatch table.
1333 */
1334 void
1335 _mesa_init_shader_uniform_dispatch(struct _glapi_table *exec)
1336 {
1337 #if FEATURE_GL
1338 SET_Uniform1fARB(exec, _mesa_Uniform1fARB);
1339 SET_Uniform2fARB(exec, _mesa_Uniform2fARB);
1340 SET_Uniform3fARB(exec, _mesa_Uniform3fARB);
1341 SET_Uniform4fARB(exec, _mesa_Uniform4fARB);
1342 SET_Uniform1iARB(exec, _mesa_Uniform1iARB);
1343 SET_Uniform2iARB(exec, _mesa_Uniform2iARB);
1344 SET_Uniform3iARB(exec, _mesa_Uniform3iARB);
1345 SET_Uniform4iARB(exec, _mesa_Uniform4iARB);
1346 SET_Uniform1fvARB(exec, _mesa_Uniform1fvARB);
1347 SET_Uniform2fvARB(exec, _mesa_Uniform2fvARB);
1348 SET_Uniform3fvARB(exec, _mesa_Uniform3fvARB);
1349 SET_Uniform4fvARB(exec, _mesa_Uniform4fvARB);
1350 SET_Uniform1ivARB(exec, _mesa_Uniform1ivARB);
1351 SET_Uniform2ivARB(exec, _mesa_Uniform2ivARB);
1352 SET_Uniform3ivARB(exec, _mesa_Uniform3ivARB);
1353 SET_Uniform4ivARB(exec, _mesa_Uniform4ivARB);
1354 SET_UniformMatrix2fvARB(exec, _mesa_UniformMatrix2fvARB);
1355 SET_UniformMatrix3fvARB(exec, _mesa_UniformMatrix3fvARB);
1356 SET_UniformMatrix4fvARB(exec, _mesa_UniformMatrix4fvARB);
1357
1358 SET_GetActiveUniformARB(exec, _mesa_GetActiveUniformARB);
1359 SET_GetUniformLocationARB(exec, _mesa_GetUniformLocationARB);
1360 SET_GetUniformfvARB(exec, _mesa_GetUniformfvARB);
1361 SET_GetUniformivARB(exec, _mesa_GetUniformivARB);
1362
1363 /* OpenGL 2.1 */
1364 SET_UniformMatrix2x3fv(exec, _mesa_UniformMatrix2x3fv);
1365 SET_UniformMatrix3x2fv(exec, _mesa_UniformMatrix3x2fv);
1366 SET_UniformMatrix2x4fv(exec, _mesa_UniformMatrix2x4fv);
1367 SET_UniformMatrix4x2fv(exec, _mesa_UniformMatrix4x2fv);
1368 SET_UniformMatrix3x4fv(exec, _mesa_UniformMatrix3x4fv);
1369 SET_UniformMatrix4x3fv(exec, _mesa_UniformMatrix4x3fv);
1370
1371 /* OpenGL 3.0 */
1372 /* XXX finish dispatch */
1373 (void) _mesa_Uniform1ui;
1374 (void) _mesa_Uniform2ui;
1375 (void) _mesa_Uniform3ui;
1376 (void) _mesa_Uniform4ui;
1377 (void) _mesa_Uniform1uiv;
1378 (void) _mesa_Uniform2uiv;
1379 (void) _mesa_Uniform3uiv;
1380 (void) _mesa_Uniform4uiv;
1381 #endif /* FEATURE_GL */
1382 }