mesa: Allow setting GL_TEXTURE_MAX_LEVEL to 0 with GL_TEXTURE_RECTANGLE.
[mesa.git] / src / mesa / main / uniforms.h
index a12ad9b36f3f88c6eb394c315af994648fd04be1..c8b555cbea43617ffb85a7d4d830e0ad5a9c9538 100644 (file)
  * 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
- * THE AUTHORS 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.
  */
 
 
@@ -110,24 +111,107 @@ _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
 void GLAPIENTRY
 _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
                          const GLfloat *value);
+
+void GLAPIENTRY
+_mesa_ProgramUniform1f(GLuint program, GLint, GLfloat);
+void GLAPIENTRY
+_mesa_ProgramUniform2f(GLuint program, GLint, GLfloat, GLfloat);
+void GLAPIENTRY
+_mesa_ProgramUniform3f(GLuint program, GLint, GLfloat, GLfloat, GLfloat);
+void GLAPIENTRY
+_mesa_ProgramUniform4f(GLuint program, GLint, GLfloat, GLfloat, GLfloat, GLfloat);
+void GLAPIENTRY
+_mesa_ProgramUniform1i(GLuint program, GLint, GLint);
+void GLAPIENTRY
+_mesa_ProgramUniform2i(GLuint program, GLint, GLint, GLint);
+void GLAPIENTRY
+_mesa_ProgramUniform3i(GLuint program, GLint, GLint, GLint, GLint);
+void GLAPIENTRY
+_mesa_ProgramUniform4i(GLuint program, GLint, GLint, GLint, GLint, GLint);
+void GLAPIENTRY
+_mesa_ProgramUniform1fv(GLuint program, GLint, GLsizei, const GLfloat *);
+void GLAPIENTRY
+_mesa_ProgramUniform2fv(GLuint program, GLint, GLsizei, const GLfloat *);
+void GLAPIENTRY
+_mesa_ProgramUniform3fv(GLuint program, GLint, GLsizei, const GLfloat *);
+void GLAPIENTRY
+_mesa_ProgramUniform4fv(GLuint program, GLint, GLsizei, const GLfloat *);
+void GLAPIENTRY
+_mesa_ProgramUniform1iv(GLuint program, GLint, GLsizei, const GLint *);
+void GLAPIENTRY
+_mesa_ProgramUniform2iv(GLuint program, GLint, GLsizei, const GLint *);
+void GLAPIENTRY
+_mesa_ProgramUniform3iv(GLuint program, GLint, GLsizei, const GLint *);
+void GLAPIENTRY
+_mesa_ProgramUniform4iv(GLuint program, GLint, GLsizei, const GLint *);
+void GLAPIENTRY
+_mesa_ProgramUniform1ui(GLuint program, GLint location, GLuint v0);
+void GLAPIENTRY
+_mesa_ProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1);
+void GLAPIENTRY
+_mesa_ProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1,
+                        GLuint v2);
 void GLAPIENTRY
-_mesa_GetnUniformfvARB(GLhandleARB, GLint, GLsizei, GLfloat *);
+_mesa_ProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1,
+                        GLuint v2, GLuint v3);
 void GLAPIENTRY
-_mesa_GetUniformfv(GLhandleARB, GLint, GLfloat *);
+_mesa_ProgramUniform1uiv(GLuint program, GLint location, GLsizei count,
+                         const GLuint *value);
 void GLAPIENTRY
-_mesa_GetnUniformivARB(GLhandleARB, GLint, GLsizei, GLint *);
+_mesa_ProgramUniform2uiv(GLuint program, GLint location, GLsizei count,
+                         const GLuint *value);
 void GLAPIENTRY
-_mesa_GetUniformuiv(GLhandleARB, GLint, GLuint *);
+_mesa_ProgramUniform3uiv(GLuint program, GLint location, GLsizei count,
+                         const GLuint *value);
 void GLAPIENTRY
-_mesa_GetnUniformuivARB(GLhandleARB, GLint, GLsizei, GLuint *);
+_mesa_ProgramUniform4uiv(GLuint program, GLint location, GLsizei count,
+                         const GLuint *value);
 void GLAPIENTRY
-_mesa_GetUniformuiv(GLhandleARB program, GLint location, GLuint *params);
+_mesa_ProgramUniformMatrix2fv(GLuint program, GLint, GLsizei, GLboolean,
+                              const GLfloat *);
 void GLAPIENTRY
-_mesa_GetnUniformdvARB(GLhandleARB, GLint, GLsizei, GLdouble *);
+_mesa_ProgramUniformMatrix3fv(GLuint program, GLint, GLsizei, GLboolean,
+                              const GLfloat *);
 void GLAPIENTRY
-_mesa_GetUniformdv(GLhandleARB, GLint, GLdouble *);
+_mesa_ProgramUniformMatrix4fv(GLuint program, GLint, GLsizei, GLboolean,
+                              const GLfloat *);
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count,
+                                GLboolean transpose, const GLfloat *value);
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count,
+                                GLboolean transpose, const GLfloat *value);
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count,
+                                GLboolean transpose, const GLfloat *value);
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count,
+                                GLboolean transpose, const GLfloat *value);
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count,
+                                GLboolean transpose, const GLfloat *value);
+void GLAPIENTRY
+_mesa_ProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count,
+                                GLboolean transpose, const GLfloat *value);
+
+void GLAPIENTRY
+_mesa_GetnUniformfvARB(GLuint, GLint, GLsizei, GLfloat *);
+void GLAPIENTRY
+_mesa_GetUniformfv(GLuint, GLint, GLfloat *);
+void GLAPIENTRY
+_mesa_GetnUniformivARB(GLuint, GLint, GLsizei, GLint *);
+void GLAPIENTRY
+_mesa_GetUniformuiv(GLuint, GLint, GLuint *);
+void GLAPIENTRY
+_mesa_GetnUniformuivARB(GLuint, GLint, GLsizei, GLuint *);
+void GLAPIENTRY
+_mesa_GetUniformuiv(GLuint program, GLint location, GLuint *params);
+void GLAPIENTRY
+_mesa_GetnUniformdvARB(GLuint, GLint, GLsizei, GLdouble *);
+void GLAPIENTRY
+_mesa_GetUniformdv(GLuint, GLint, GLdouble *);
 GLint GLAPIENTRY
-_mesa_GetUniformLocation(GLhandleARB, const GLcharARB *);
+_mesa_GetUniformLocation(GLuint, const GLcharARB *);
 GLuint GLAPIENTRY
 _mesa_GetUniformBlockIndex(GLuint program,
                           const GLchar *uniformBlockName);
@@ -141,6 +225,9 @@ _mesa_UniformBlockBinding(GLuint program,
                          GLuint uniformBlockIndex,
                          GLuint uniformBlockBinding);
 void GLAPIENTRY
+_mesa_GetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex,
+                                     GLenum pname, GLint *params);
+void GLAPIENTRY
 _mesa_GetActiveUniformBlockiv(GLuint program,
                              GLuint uniformBlockIndex,
                              GLenum pname,
@@ -156,8 +243,8 @@ _mesa_GetActiveUniformName(GLuint program, GLuint uniformIndex,
                           GLsizei bufSize, GLsizei *length,
                           GLchar *uniformName);
 void GLAPIENTRY
-_mesa_GetActiveUniform(GLhandleARB, GLuint, GLsizei, GLsizei *,
-                          GLint *, GLenum *, GLcharARB *);
+_mesa_GetActiveUniform(GLuint, GLuint, GLsizei, GLsizei *,
+                       GLint *, GLenum *, GLcharARB *);
 void GLAPIENTRY
 _mesa_GetActiveUniformsiv(GLuint program,
                          GLsizei uniformCount,
@@ -165,7 +252,7 @@ _mesa_GetActiveUniformsiv(GLuint program,
                          GLenum pname,
                          GLint *params);
 void GLAPIENTRY
-_mesa_GetUniformiv(GLhandleARB, GLint, GLint *);
+_mesa_GetUniformiv(GLuint, GLint, GLint *);
 
 long
 _mesa_parse_program_resource_name(const GLchar *name,
@@ -213,6 +300,8 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
 extern bool
 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
                                 char *errMsg, size_t errMsgLength);
+extern bool
+_mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *);
 
 extern const struct gl_program_parameter *
 get_uniform_parameter(struct gl_shader_program *shProg, GLint index);
@@ -253,35 +342,46 @@ struct gl_builtin_uniform_desc {
  * element.  We could insert dummy entries in the list for each array
  * element after [0] but that causes complications elsewhere.
  *
- * We solve this problem by encoding two values in the location that's
- * returned by glGetUniformLocation():
- *  a) index into gl_uniform_list::Uniforms[] for the uniform
- *  b) an array/field offset (0 for simple types)
+ * We solve this problem by creating multiple entries for uniform arrays
+ * in the UniformRemapTable so that their elements get sequential locations.
+ *
+ * Utility functions below offer functionality to split UniformRemapTable
+ * location in to location of the uniform in UniformStorage + offset to the
+ * array element (0 if not an array) and also merge it back again as the
+ * UniformRemapTable location.
  *
- * These two values are encoded in the high and low halves of a GLint.
- * By putting the uniform number in the high part and the offset in the
- * low part, we can support the unofficial ability to index into arrays
- * by adding offsets to the location value.
  */
 /*@{*/
 /**
- * Combine the uniform's base location and the offset
+ * Combine the uniform's storage index and the array index
  */
 static inline GLint
-_mesa_uniform_merge_location_offset(unsigned base_location, unsigned offset)
+_mesa_uniform_merge_location_offset(const struct gl_shader_program *prog,
+                                    unsigned storage_index,
+                                    unsigned uniform_array_index)
 {
-   return (base_location << 16) | offset;
+   /* location in remap table + array element offset */
+   return prog->UniformStorage[storage_index].remap_location +
+      uniform_array_index;
 }
 
 /**
- * Separate the uniform base location and parameter offset
+ * Separate the uniform storage index and array index
  */
 static inline void
-_mesa_uniform_split_location_offset(GLint location, unsigned *base_location,
-                                   unsigned *offset)
+_mesa_uniform_split_location_offset(const struct gl_shader_program *prog,
+                                    GLint location, unsigned *storage_index,
+                                   unsigned *uniform_array_index)
 {
-   *offset = location & 0xffff;
-   *base_location = location >> 16;
+   *storage_index = prog->UniformRemapTable[location] - prog->UniformStorage;
+   *uniform_array_index = location -
+      prog->UniformRemapTable[location]->remap_location;
+
+   /*gl_uniform_storage in UniformStorage with the calculated base_location
+    * must match with the entry in remap table
+    */
+   assert(&prog->UniformStorage[*storage_index] ==
+          prog->UniformRemapTable[location]);
 }
 /*@}*/