* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
/**
#include "main/enums.h"
#include "ir_uniform.h"
#include "glsl_types.h"
+#include "program/program.h"
/**
* Update the vertex/fragment program's TexturesUsed array.
struct gl_program *prog)
{
GLuint s;
+ struct gl_shader *shader =
+ shProg->_LinkedShaders[_mesa_program_enum_to_shader_stage(prog->Target)];
- memcpy(prog->SamplerUnits, shProg->SamplerUnits, sizeof(prog->SamplerUnits));
+ assert(shader);
+
+ memcpy(prog->SamplerUnits, shader->SamplerUnits, sizeof(prog->SamplerUnits));
memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
for (s = 0; s < MAX_SAMPLERS; s++) {
if (prog->SamplersUsed & (1 << s)) {
- GLuint unit = shProg->SamplerUnits[s];
- GLuint tgt = shProg->SamplerTargets[s];
+ GLuint unit = shader->SamplerUnits[s];
+ GLuint tgt = shader->SamplerTargets[s];
assert(unit < Elements(prog->TexturesUsed));
assert(tgt < NUM_TEXTURE_TARGETS);
prog->TexturesUsed[unit] |= (1 << tgt);
enum gl_uniform_driver_format format,
void *data)
{
- uni->driver_storage = (struct gl_uniform_driver_storage*)
+ uni->driver_storage =
realloc(uni->driver_storage,
sizeof(struct gl_uniform_driver_storage)
* (uni->num_driver_storage + 1));
}
void GLAPIENTRY
-_mesa_Uniform1fARB(GLint location, GLfloat v0)
+_mesa_Uniform1f(GLint location, GLfloat v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_FLOAT);
}
void GLAPIENTRY
-_mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1)
+_mesa_Uniform2f(GLint location, GLfloat v0, GLfloat v1)
{
GET_CURRENT_CONTEXT(ctx);
GLfloat v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
}
void GLAPIENTRY
-_mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
+_mesa_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
GET_CURRENT_CONTEXT(ctx);
GLfloat v[3];
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
}
void GLAPIENTRY
-_mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
+_mesa_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
GLfloat v3)
{
GET_CURRENT_CONTEXT(ctx);
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1i(GLint location, GLint v0)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_INT);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2i(GLint location, GLint v0, GLint v1)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint v[2];
+ v[0] = v0;
+ v[1] = v1;
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint v[3];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint v[4];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1fv(GLint location, GLsizei count, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2fv(GLint location, GLsizei count, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3fv(GLint location, GLsizei count, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4fv(GLint location, GLsizei count, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT_VEC4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1iv(GLint location, GLsizei count, const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2iv(GLint location, GLsizei count, const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3iv(GLint location, GLsizei count, const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4iv(GLint location, GLsizei count, const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT_VEC4);
+}
+
+/** Same as above with direct state access **/
+void GLAPIENTRY
+_mesa_ProgramUniform1f(GLuint program, GLint location, GLfloat v0)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1f");
+ _mesa_uniform(ctx, shProg, location, 1, &v0, GL_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat v[2];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2f");
+ _mesa_uniform(ctx, shProg, location, 1, v, GL_FLOAT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1,
+ GLfloat v2)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat v[3];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3f");
+ _mesa_uniform(ctx, shProg, location, 1, v, GL_FLOAT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1,
+ GLfloat v2, GLfloat v3)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat v[4];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4f");
+ _mesa_uniform(ctx, shProg, location, 1, v, GL_FLOAT_VEC4);
}
void GLAPIENTRY
-_mesa_Uniform1iARB(GLint location, GLint v0)
+_mesa_ProgramUniform1i(GLuint program, GLint location, GLint v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1i");
+ _mesa_uniform(ctx, shProg, location, 1, &v0, GL_INT);
}
void GLAPIENTRY
-_mesa_Uniform2iARB(GLint location, GLint v0, GLint v1)
+_mesa_ProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
{
GET_CURRENT_CONTEXT(ctx);
GLint v[2];
+ struct gl_shader_program *shProg;
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2);
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2i");
+ _mesa_uniform(ctx, shProg, location, 1, v, GL_INT_VEC2);
}
void GLAPIENTRY
-_mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)
+_mesa_ProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1,
+ GLint v2)
{
GET_CURRENT_CONTEXT(ctx);
GLint v[3];
+ struct gl_shader_program *shProg;
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3);
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3i");
+ _mesa_uniform(ctx, shProg, location, 1, v, GL_INT_VEC3);
}
void GLAPIENTRY
-_mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
+_mesa_ProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1,
+ GLint v2, GLint v3)
{
GET_CURRENT_CONTEXT(ctx);
GLint v[4];
+ struct gl_shader_program *shProg;
v[0] = v0;
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4);
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4i");
+ _mesa_uniform(ctx, shProg, location, 1, v, GL_INT_VEC4);
}
void GLAPIENTRY
-_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
+_mesa_ProgramUniform1fv(GLuint program, GLint location, GLsizei count,
+ const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1fv");
+ _mesa_uniform(ctx, shProg, location, count, value, GL_FLOAT);
}
void GLAPIENTRY
-_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value)
+_mesa_ProgramUniform2fv(GLuint program, GLint location, GLsizei count,
+ const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform2fv");
+ _mesa_uniform(ctx, shProg, location, count, value, GL_FLOAT_VEC2);
}
void GLAPIENTRY
-_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value)
+_mesa_ProgramUniform3fv(GLuint program, GLint location, GLsizei count,
+ const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC3);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform3fv");
+ _mesa_uniform(ctx, shProg, location, count, value, GL_FLOAT_VEC3);
}
void GLAPIENTRY
-_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value)
+_mesa_ProgramUniform4fv(GLuint program, GLint location, GLsizei count,
+ const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC4);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform4fv");
+ _mesa_uniform(ctx, shProg, location, count, value, GL_FLOAT_VEC4);
}
void GLAPIENTRY
-_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
+_mesa_ProgramUniform1iv(GLuint program, GLint location, GLsizei count,
+ const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1iv");
+ _mesa_uniform(ctx, shProg, location, count, value, GL_INT);
}
void GLAPIENTRY
-_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value)
+_mesa_ProgramUniform2iv(GLuint program, GLint location, GLsizei count,
+ const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC2);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform2iv");
+ _mesa_uniform(ctx, shProg, location, count, value, GL_INT_VEC2);
}
void GLAPIENTRY
-_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value)
+_mesa_ProgramUniform3iv(GLuint program, GLint location, GLsizei count,
+ const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC3);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform3iv");
+ _mesa_uniform(ctx, shProg, location, count, value, GL_INT_VEC3);
}
void GLAPIENTRY
-_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value)
+_mesa_ProgramUniform4iv(GLuint program, GLint location, GLsizei count,
+ const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC4);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform4iv");
+ _mesa_uniform(ctx, shProg, location, count, value, GL_INT_VEC4);
}
_mesa_Uniform1ui(GLint location, GLuint v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT);
}
void GLAPIENTRY
GLuint v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT);
}
void GLAPIENTRY
_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
}
void GLAPIENTRY
-_mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose,
+_mesa_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
2, 2, location, count, transpose, value);
}
void GLAPIENTRY
-_mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose,
+_mesa_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
3, 3, location, count, transpose, value);
}
void GLAPIENTRY
-_mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose,
+_mesa_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
4, 4, location, count, transpose, value);
}
+/** Same as above with direct state access **/
+
+void GLAPIENTRY
+_mesa_ProgramUniform1ui(GLuint program, GLint location, GLuint v0)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1ui");
+ _mesa_uniform(ctx, shProg, location, 1, &v0, GL_UNSIGNED_INT);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint v[2];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ shProg = _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform2ui");
+ _mesa_uniform(ctx, shProg, location, 1, v, GL_UNSIGNED_INT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1,
+ GLuint v2)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint v[3];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ shProg = _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform3ui");
+ _mesa_uniform(ctx, shProg, location, 1, v, GL_UNSIGNED_INT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1,
+ GLuint v2, GLuint v3)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint v[4];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4ui");
+ _mesa_uniform(ctx, shProg, location, 1, v, GL_UNSIGNED_INT_VEC4);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform1uiv(GLuint program, GLint location, GLsizei count,
+ const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1uiv");
+ _mesa_uniform(ctx, shProg, location, count, value, GL_UNSIGNED_INT);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform2uiv(GLuint program, GLint location, GLsizei count,
+ const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform2uiv");
+ _mesa_uniform(ctx, shProg, location, count, value, GL_UNSIGNED_INT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform3uiv(GLuint program, GLint location, GLsizei count,
+ const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform3uiv");
+ _mesa_uniform(ctx, shProg, location, count, value, GL_UNSIGNED_INT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniform4uiv(GLuint program, GLint location, GLsizei count,
+ const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform4uiv");
+ _mesa_uniform(ctx, shProg, location, count, value, GL_UNSIGNED_INT_VEC4);
+}
+
+
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix2fv");
+ _mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix3fv");
+ _mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix4fv");
+ _mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value);
+}
+
/**
* Non-square UniformMatrix are OpenGL 2.1
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
2, 3, location, count, transpose, value);
}
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
3, 2, location, count, transpose, value);
}
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
2, 4, location, count, transpose, value);
}
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
4, 2, location, count, transpose, value);
}
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
3, 4, location, count, transpose, value);
}
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
4, 3, location, count, transpose, value);
}
+/** Same as above with direct state access **/
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix2x3fv");
+ _mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix3x2fv");
+ _mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix2x4fv");
+ _mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix4x2fv");
+ _mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix3x4fv");
+ _mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix4x3fv");
+ _mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value);
+}
+
void GLAPIENTRY
-_mesa_GetnUniformfvARB(GLhandleARB program, GLint location,
+_mesa_GetnUniformfvARB(GLuint program, GLint location,
GLsizei bufSize, GLfloat *params)
{
GET_CURRENT_CONTEXT(ctx);
}
void GLAPIENTRY
-_mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat *params)
+_mesa_GetUniformfv(GLuint program, GLint location, GLfloat *params)
{
_mesa_GetnUniformfvARB(program, location, INT_MAX, params);
}
void GLAPIENTRY
-_mesa_GetnUniformivARB(GLhandleARB program, GLint location,
+_mesa_GetnUniformivARB(GLuint program, GLint location,
GLsizei bufSize, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
}
void GLAPIENTRY
-_mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params)
+_mesa_GetUniformiv(GLuint program, GLint location, GLint *params)
{
_mesa_GetnUniformivARB(program, location, INT_MAX, params);
}
/* GL3 */
void GLAPIENTRY
-_mesa_GetnUniformuivARB(GLhandleARB program, GLint location,
+_mesa_GetnUniformuivARB(GLuint program, GLint location,
GLsizei bufSize, GLuint *params)
{
GET_CURRENT_CONTEXT(ctx);
}
void GLAPIENTRY
-_mesa_GetUniformuiv(GLhandleARB program, GLint location, GLuint *params)
+_mesa_GetUniformuiv(GLuint program, GLint location, GLuint *params)
{
_mesa_GetnUniformuivARB(program, location, INT_MAX, params);
}
/* GL4 */
void GLAPIENTRY
-_mesa_GetnUniformdvARB(GLhandleARB program, GLint location,
- GLsizei bufSize, GLdouble *params)
+_mesa_GetnUniformdvARB(GLuint program, GLint location,
+ GLsizei bufSize, GLdouble *params)
{
GET_CURRENT_CONTEXT(ctx);
}
void GLAPIENTRY
-_mesa_GetUniformdv(GLhandleARB program, GLint location, GLdouble *params)
+_mesa_GetUniformdv(GLuint program, GLint location, GLdouble *params)
{
_mesa_GetnUniformdvARB(program, location, INT_MAX, params);
}
GLint GLAPIENTRY
-_mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
+_mesa_GetUniformLocation(GLuint programObj, const GLcharARB *name)
{
struct gl_shader_program *shProg;
GLuint index, offset;
if (index == GL_INVALID_INDEX)
return -1;
- return _mesa_uniform_merge_location_offset(index, offset);
+ /* From the GL_ARB_uniform_buffer_object spec:
+ *
+ * "The value -1 will be returned if <name> does not correspond to an
+ * active uniform variable name in <program>, if <name> is associated
+ * with a named uniform block, or if <name> starts with the reserved
+ * prefix "gl_"."
+ */
+ if (shProg->UniformStorage[index].block_index != -1 ||
+ shProg->UniformStorage[index].atomic_buffer_index != -1)
+ return -1;
+
+ return _mesa_uniform_merge_location_offset(shProg, index, offset);
}
-static GLuint GLAPIENTRY
+GLuint GLAPIENTRY
_mesa_GetUniformBlockIndex(GLuint program,
const GLchar *uniformBlockName)
{
return GL_INVALID_INDEX;
}
-static void GLAPIENTRY
+void GLAPIENTRY
_mesa_GetUniformIndices(GLuint program,
GLsizei uniformCount,
const GLchar * const *uniformNames,
}
}
-static void GLAPIENTRY
+void GLAPIENTRY
_mesa_UniformBlockBinding(GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding)
if (uniformBlockIndex >= shProg->NumUniformBlocks) {
_mesa_error(ctx, GL_INVALID_VALUE,
- "glUniformBlockBinding(block index %d >= %d)",
+ "glUniformBlockBinding(block index %u >= %u)",
uniformBlockIndex, shProg->NumUniformBlocks);
return;
}
if (uniformBlockBinding >= ctx->Const.MaxUniformBufferBindings) {
_mesa_error(ctx, GL_INVALID_VALUE,
- "glUniformBlockBinding(block binding %d >= %d)",
+ "glUniformBlockBinding(block binding %u >= %u)",
uniformBlockBinding, ctx->Const.MaxUniformBufferBindings);
return;
}
uniformBlockBinding) {
int i;
- FLUSH_VERTICES(ctx, _NEW_BUFFER_OBJECT);
+ FLUSH_VERTICES(ctx, 0);
+ ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer;
+
shProg->UniformBlocks[uniformBlockIndex].Binding = uniformBlockBinding;
- for (i = 0; i < MESA_SHADER_TYPES; i++) {
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
int stage_index = shProg->UniformBlockStageIndex[i][uniformBlockIndex];
if (stage_index != -1) {
}
}
-static void GLAPIENTRY
+void GLAPIENTRY
_mesa_GetActiveUniformBlockiv(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg;
struct gl_uniform_block *block;
+ unsigned i;
if (!ctx->Extensions.ARB_uniform_buffer_object) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv");
if (uniformBlockIndex >= shProg->NumUniformBlocks) {
_mesa_error(ctx, GL_INVALID_VALUE,
- "glGetActiveUniformBlockiv(block index %d >= %d)",
+ "glGetActiveUniformBlockiv(block index %u >= %u)",
uniformBlockIndex, shProg->NumUniformBlocks);
return;
}
params[0] = block->Binding;
return;
+ case GL_UNIFORM_BLOCK_DATA_SIZE:
+ params[0] = block->UniformBufferSize;
+ return;
+
+ case GL_UNIFORM_BLOCK_NAME_LENGTH:
+ params[0] = strlen(block->Name) + 1;
+ return;
+
+ case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
+ params[0] = block->NumUniforms;
+ return;
+
+ case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
+ for (i = 0; i < block->NumUniforms; i++) {
+ unsigned offset;
+ params[i] = _mesa_get_uniform_location(ctx, shProg,
+ block->Uniforms[i].IndexName,
+ &offset);
+ }
+ return;
+
+ case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
+ params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_VERTEX][uniformBlockIndex] != -1;
+ return;
+
+ case GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER:
+ params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_GEOMETRY][uniformBlockIndex] != -1;
+ return;
+
+ case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
+ params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_FRAGMENT][uniformBlockIndex] != -1;
+ return;
+
default:
_mesa_error(ctx, GL_INVALID_ENUM,
"glGetActiveUniformBlockiv(pname 0x%x (%s))",
}
}
-/**
- * Plug in shader uniform-related functions into API dispatch table.
- */
+void GLAPIENTRY
+_mesa_GetActiveUniformBlockName(GLuint program,
+ GLuint uniformBlockIndex,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *uniformBlockName)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg;
+ struct gl_uniform_block *block;
+
+ if (!ctx->Extensions.ARB_uniform_buffer_object) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv");
+ return;
+ }
+
+ if (bufSize < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetActiveUniformBlockName(bufSize %d < 0)",
+ bufSize);
+ return;
+ }
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program,
+ "glGetActiveUniformBlockiv");
+ if (!shProg)
+ return;
+
+ if (uniformBlockIndex >= shProg->NumUniformBlocks) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetActiveUniformBlockiv(block index %u >= %u)",
+ uniformBlockIndex, shProg->NumUniformBlocks);
+ return;
+ }
+
+ block = &shProg->UniformBlocks[uniformBlockIndex];
+
+ if (uniformBlockName) {
+ _mesa_copy_string(uniformBlockName, bufSize, length, block->Name);
+ }
+}
+
+void GLAPIENTRY
+_mesa_GetActiveUniformName(GLuint program, GLuint uniformIndex,
+ GLsizei bufSize, GLsizei *length,
+ GLchar *uniformName)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg;
+
+ if (!ctx->Extensions.ARB_uniform_buffer_object) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv");
+ return;
+ }
+
+ if (bufSize < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetActiveUniformName(bufSize %d < 0)",
+ bufSize);
+ return;
+ }
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniformName");
+
+ if (!shProg)
+ return;
+
+ if (uniformIndex >= shProg->NumUserUniformStorage) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
+ return;
+ }
+
+ if (uniformName) {
+ _mesa_get_uniform_name(& shProg->UniformStorage[uniformIndex],
+ bufSize, length, uniformName);
+ }
+}
+
void
-_mesa_init_shader_uniform_dispatch(struct _glapi_table *exec)
-{
-#if FEATURE_GL
- SET_Uniform1fARB(exec, _mesa_Uniform1fARB);
- SET_Uniform2fARB(exec, _mesa_Uniform2fARB);
- SET_Uniform3fARB(exec, _mesa_Uniform3fARB);
- SET_Uniform4fARB(exec, _mesa_Uniform4fARB);
- SET_Uniform1iARB(exec, _mesa_Uniform1iARB);
- SET_Uniform2iARB(exec, _mesa_Uniform2iARB);
- SET_Uniform3iARB(exec, _mesa_Uniform3iARB);
- SET_Uniform4iARB(exec, _mesa_Uniform4iARB);
- SET_Uniform1fvARB(exec, _mesa_Uniform1fvARB);
- SET_Uniform2fvARB(exec, _mesa_Uniform2fvARB);
- SET_Uniform3fvARB(exec, _mesa_Uniform3fvARB);
- SET_Uniform4fvARB(exec, _mesa_Uniform4fvARB);
- SET_Uniform1ivARB(exec, _mesa_Uniform1ivARB);
- SET_Uniform2ivARB(exec, _mesa_Uniform2ivARB);
- SET_Uniform3ivARB(exec, _mesa_Uniform3ivARB);
- SET_Uniform4ivARB(exec, _mesa_Uniform4ivARB);
- SET_UniformMatrix2fvARB(exec, _mesa_UniformMatrix2fvARB);
- SET_UniformMatrix3fvARB(exec, _mesa_UniformMatrix3fvARB);
- SET_UniformMatrix4fvARB(exec, _mesa_UniformMatrix4fvARB);
-
- SET_GetActiveUniformARB(exec, _mesa_GetActiveUniformARB);
- SET_GetUniformLocationARB(exec, _mesa_GetUniformLocationARB);
- SET_GetUniformfvARB(exec, _mesa_GetUniformfvARB);
- SET_GetUniformivARB(exec, _mesa_GetUniformivARB);
-
- /* OpenGL 2.1 */
- SET_UniformMatrix2x3fv(exec, _mesa_UniformMatrix2x3fv);
- SET_UniformMatrix3x2fv(exec, _mesa_UniformMatrix3x2fv);
- SET_UniformMatrix2x4fv(exec, _mesa_UniformMatrix2x4fv);
- SET_UniformMatrix4x2fv(exec, _mesa_UniformMatrix4x2fv);
- SET_UniformMatrix3x4fv(exec, _mesa_UniformMatrix3x4fv);
- SET_UniformMatrix4x3fv(exec, _mesa_UniformMatrix4x3fv);
-
- /* OpenGL 3.0 */
- SET_Uniform1uiEXT(exec, _mesa_Uniform1ui);
- SET_Uniform2uiEXT(exec, _mesa_Uniform2ui);
- SET_Uniform3uiEXT(exec, _mesa_Uniform3ui);
- SET_Uniform4uiEXT(exec, _mesa_Uniform4ui);
- SET_Uniform1uivEXT(exec, _mesa_Uniform1uiv);
- SET_Uniform2uivEXT(exec, _mesa_Uniform2uiv);
- SET_Uniform3uivEXT(exec, _mesa_Uniform3uiv);
- SET_Uniform4uivEXT(exec, _mesa_Uniform4uiv);
- SET_GetUniformuivEXT(exec, _mesa_GetUniformuiv);
-
- /* GL_ARB_robustness */
- SET_GetnUniformfvARB(exec, _mesa_GetnUniformfvARB);
- SET_GetnUniformivARB(exec, _mesa_GetnUniformivARB);
- SET_GetnUniformuivARB(exec, _mesa_GetnUniformuivARB);
- SET_GetnUniformdvARB(exec, _mesa_GetnUniformdvARB); /* GL 4.0 */
-
- /* GL_ARB_uniform_buffer_object / GL 3.1 */
- SET_GetUniformBlockIndex(exec, _mesa_GetUniformBlockIndex);
- SET_GetUniformIndices(exec, _mesa_GetUniformIndices);
- SET_GetActiveUniformsiv(exec, _mesa_GetActiveUniformsiv);
- SET_GetActiveUniformBlockiv(exec, _mesa_GetActiveUniformBlockiv);
- SET_UniformBlockBinding(exec, _mesa_UniformBlockBinding);
-
-#endif /* FEATURE_GL */
+_mesa_get_uniform_name(const struct gl_uniform_storage *uni,
+ GLsizei maxLength, GLsizei *length,
+ GLchar *nameOut)
+{
+ GLsizei localLength;
+
+ if (length == NULL)
+ length = &localLength;
+
+ _mesa_copy_string(nameOut, maxLength, length, uni->name);
+
+ /* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
+ * spec says:
+ *
+ * "If the active uniform is an array, the uniform name returned in
+ * name will always be the name of the uniform array appended with
+ * "[0]"."
+ *
+ * The same text also appears in the OpenGL 4.2 spec. It does not,
+ * however, appear in any previous spec. Previous specifications are
+ * ambiguous in this regard. However, either name can later be passed
+ * to glGetUniformLocation (and related APIs), so there shouldn't be any
+ * harm in always appending "[0]" to uniform array names.
+ */
+ if (uni->array_elements != 0) {
+ int i;
+
+ /* The comparison is strange because *length does *NOT* include the
+ * terminating NUL, but maxLength does.
+ */
+ for (i = 0; i < 3 && (*length + i + 1) < maxLength; i++)
+ nameOut[*length + i] = "[0]"[i];
+
+ nameOut[*length + i] = '\0';
+ *length += i;
+ }
+}
+
+void GLAPIENTRY
+_mesa_GetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex,
+ GLenum pname, GLint *params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg;
+ struct gl_active_atomic_buffer *ab;
+ GLuint i;
+
+ if (!ctx->Extensions.ARB_shader_atomic_counters) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetActiveAtomicCounterBufferiv");
+ return;
+ }
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program,
+ "glGetActiveAtomicCounterBufferiv");
+ if (!shProg)
+ return;
+
+ if (bufferIndex >= shProg->NumAtomicBuffers) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetActiveAtomicCounterBufferiv(bufferIndex)");
+ return;
+ }
+
+ ab = &shProg->AtomicBuffers[bufferIndex];
+
+ switch (pname) {
+ case GL_ATOMIC_COUNTER_BUFFER_BINDING:
+ params[0] = ab->Binding;
+ return;
+ case GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE:
+ params[0] = ab->MinimumSize;
+ return;
+ case GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS:
+ params[0] = ab->NumUniforms;
+ return;
+ case GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES:
+ for (i = 0; i < ab->NumUniforms; ++i)
+ params[i] = ab->Uniforms[i];
+ return;
+ case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER:
+ params[0] = ab->StageReferences[MESA_SHADER_VERTEX];
+ return;
+ case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER:
+ params[0] = ab->StageReferences[MESA_SHADER_GEOMETRY];
+ return;
+ case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER:
+ params[0] = ab->StageReferences[MESA_SHADER_FRAGMENT];
+ return;
+ case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER:
+ params[0] = GL_FALSE;
+ return;
+ case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER:
+ params[0] = GL_FALSE;
+ return;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "glGetActiveAtomicCounterBufferiv(pname 0x%x (%s))",
+ pname, _mesa_lookup_enum_by_nr(pname));
+ return;
+ }
}