2 * Mesa 3-D graphics library
4 * Copyright (C) 2010 VMware, Inc. All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
20 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29 #include "program/prog_parameter.h"
30 #include "../glsl/glsl_types.h"
31 #include "../glsl/ir_uniform.h"
42 _mesa_Uniform1f(GLint
, GLfloat
);
44 _mesa_Uniform2f(GLint
, GLfloat
, GLfloat
);
46 _mesa_Uniform3f(GLint
, GLfloat
, GLfloat
, GLfloat
);
48 _mesa_Uniform4f(GLint
, GLfloat
, GLfloat
, GLfloat
, GLfloat
);
50 _mesa_Uniform1i(GLint
, GLint
);
52 _mesa_Uniform2i(GLint
, GLint
, GLint
);
54 _mesa_Uniform3i(GLint
, GLint
, GLint
, GLint
);
56 _mesa_Uniform4i(GLint
, GLint
, GLint
, GLint
, GLint
);
58 _mesa_Uniform1fv(GLint
, GLsizei
, const GLfloat
*);
60 _mesa_Uniform2fv(GLint
, GLsizei
, const GLfloat
*);
62 _mesa_Uniform3fv(GLint
, GLsizei
, const GLfloat
*);
64 _mesa_Uniform4fv(GLint
, GLsizei
, const GLfloat
*);
66 _mesa_Uniform1iv(GLint
, GLsizei
, const GLint
*);
68 _mesa_Uniform2iv(GLint
, GLsizei
, const GLint
*);
70 _mesa_Uniform3iv(GLint
, GLsizei
, const GLint
*);
72 _mesa_Uniform4iv(GLint
, GLsizei
, const GLint
*);
74 _mesa_Uniform1ui(GLint location
, GLuint v0
);
76 _mesa_Uniform2ui(GLint location
, GLuint v0
, GLuint v1
);
78 _mesa_Uniform3ui(GLint location
, GLuint v0
, GLuint v1
, GLuint v2
);
80 _mesa_Uniform4ui(GLint location
, GLuint v0
, GLuint v1
, GLuint v2
, GLuint v3
);
82 _mesa_Uniform1uiv(GLint location
, GLsizei count
, const GLuint
*value
);
84 _mesa_Uniform2uiv(GLint location
, GLsizei count
, const GLuint
*value
);
86 _mesa_Uniform3uiv(GLint location
, GLsizei count
, const GLuint
*value
);
88 _mesa_Uniform4uiv(GLint location
, GLsizei count
, const GLuint
*value
);
90 _mesa_UniformMatrix2fv(GLint
, GLsizei
, GLboolean
, const GLfloat
*);
92 _mesa_UniformMatrix3fv(GLint
, GLsizei
, GLboolean
, const GLfloat
*);
94 _mesa_UniformMatrix4fv(GLint
, GLsizei
, GLboolean
, const GLfloat
*);
96 _mesa_UniformMatrix2x3fv(GLint location
, GLsizei count
, GLboolean transpose
,
97 const GLfloat
*value
);
99 _mesa_UniformMatrix3x2fv(GLint location
, GLsizei count
, GLboolean transpose
,
100 const GLfloat
*value
);
102 _mesa_UniformMatrix2x4fv(GLint location
, GLsizei count
, GLboolean transpose
,
103 const GLfloat
*value
);
105 _mesa_UniformMatrix4x2fv(GLint location
, GLsizei count
, GLboolean transpose
,
106 const GLfloat
*value
);
108 _mesa_UniformMatrix3x4fv(GLint location
, GLsizei count
, GLboolean transpose
,
109 const GLfloat
*value
);
111 _mesa_UniformMatrix4x3fv(GLint location
, GLsizei count
, GLboolean transpose
,
112 const GLfloat
*value
);
114 _mesa_GetnUniformfvARB(GLhandleARB
, GLint
, GLsizei
, GLfloat
*);
116 _mesa_GetUniformfv(GLhandleARB
, GLint
, GLfloat
*);
118 _mesa_GetnUniformivARB(GLhandleARB
, GLint
, GLsizei
, GLint
*);
120 _mesa_GetUniformuiv(GLhandleARB
, GLint
, GLuint
*);
122 _mesa_GetnUniformuivARB(GLhandleARB
, GLint
, GLsizei
, GLuint
*);
124 _mesa_GetUniformuiv(GLhandleARB program
, GLint location
, GLuint
*params
);
126 _mesa_GetnUniformdvARB(GLhandleARB
, GLint
, GLsizei
, GLdouble
*);
128 _mesa_GetUniformdv(GLhandleARB
, GLint
, GLdouble
*);
130 _mesa_GetUniformLocation(GLhandleARB
, const GLcharARB
*);
132 _mesa_GetUniformBlockIndex(GLuint program
,
133 const GLchar
*uniformBlockName
);
135 _mesa_GetUniformIndices(GLuint program
,
136 GLsizei uniformCount
,
137 const GLchar
* const *uniformNames
,
138 GLuint
*uniformIndices
);
140 _mesa_UniformBlockBinding(GLuint program
,
141 GLuint uniformBlockIndex
,
142 GLuint uniformBlockBinding
);
144 _mesa_GetActiveUniformBlockiv(GLuint program
,
145 GLuint uniformBlockIndex
,
149 _mesa_GetActiveUniformBlockName(GLuint program
,
150 GLuint uniformBlockIndex
,
153 GLchar
*uniformBlockName
);
155 _mesa_GetActiveUniformName(GLuint program
, GLuint uniformIndex
,
156 GLsizei bufSize
, GLsizei
*length
,
157 GLchar
*uniformName
);
159 _mesa_GetActiveUniform(GLhandleARB
, GLuint
, GLsizei
, GLsizei
*,
160 GLint
*, GLenum
*, GLcharARB
*);
162 _mesa_GetActiveUniformsiv(GLuint program
,
163 GLsizei uniformCount
,
164 const GLuint
*uniformIndices
,
168 _mesa_GetUniformiv(GLhandleARB
, GLint
, GLint
*);
171 _mesa_parse_program_resource_name(const GLchar
*name
,
172 const GLchar
**out_base_name_end
);
175 _mesa_get_uniform_location(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
176 const GLchar
*name
, unsigned *offset
);
179 _mesa_uniform(struct gl_context
*ctx
, struct gl_shader_program
*shader_program
,
180 GLint location
, GLsizei count
,
181 const GLvoid
*values
, GLenum type
);
184 _mesa_uniform_matrix(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
185 GLuint cols
, GLuint rows
,
186 GLint location
, GLsizei count
,
187 GLboolean transpose
, const GLfloat
*values
);
190 _mesa_get_uniform(struct gl_context
*ctx
, GLuint program
, GLint location
,
191 GLsizei bufSize
, enum glsl_base_type returnType
,
195 _mesa_uniform_attach_driver_storage(struct gl_uniform_storage
*,
196 unsigned element_stride
,
197 unsigned vector_stride
,
198 enum gl_uniform_driver_format format
,
202 _mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage
*uni
);
205 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage
*uni
,
206 unsigned array_index
,
210 _mesa_update_shader_textures_used(struct gl_shader_program
*shProg
,
211 struct gl_program
*prog
);
214 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program
*shProg
,
215 char *errMsg
, size_t errMsgLength
);
217 extern const struct gl_program_parameter
*
218 get_uniform_parameter(struct gl_shader_program
*shProg
, GLint index
);
221 _mesa_get_uniform_name(const struct gl_uniform_storage
*uni
,
222 GLsizei maxLength
, GLsizei
*length
,
225 struct gl_builtin_uniform_element
{
227 int tokens
[STATE_LENGTH
];
231 struct gl_builtin_uniform_desc
{
233 struct gl_builtin_uniform_element
*elements
;
234 unsigned int num_elements
;
238 * \name GLSL uniform arrays and structs require special handling.
240 * The GL_ARB_shader_objects spec says that if you use
241 * glGetUniformLocation to get the location of an array, you CANNOT
242 * access other elements of the array by adding an offset to the
243 * returned location. For example, you must call
244 * glGetUniformLocation("foo[16]") if you want to set the 16th element
245 * of the array with glUniform().
247 * HOWEVER, some other OpenGL drivers allow accessing array elements
248 * by adding an offset to the returned array location. And some apps
249 * seem to depend on that behaviour.
251 * Mesa's gl_uniform_list doesn't directly support this since each
252 * entry in the list describes one uniform variable, not one uniform
253 * element. We could insert dummy entries in the list for each array
254 * element after [0] but that causes complications elsewhere.
256 * We solve this problem by encoding two values in the location that's
257 * returned by glGetUniformLocation():
258 * a) index into gl_uniform_list::Uniforms[] for the uniform
259 * b) an array/field offset (0 for simple types)
261 * These two values are encoded in the high and low halves of a GLint.
262 * By putting the uniform number in the high part and the offset in the
263 * low part, we can support the unofficial ability to index into arrays
264 * by adding offsets to the location value.
268 * Combine the uniform's base location and the offset
271 _mesa_uniform_merge_location_offset(unsigned base_location
, unsigned offset
)
273 return (base_location
<< 16) | offset
;
277 * Separate the uniform base location and parameter offset
280 _mesa_uniform_split_location_offset(GLint location
, unsigned *base_location
,
283 *offset
= location
& 0xffff;
284 *base_location
= location
>> 16;
294 #endif /* UNIFORMS_H */