X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Funiforms.c;h=f26fd784e71a979db2f55af85a7cd752dbc41d27;hb=7c16552f8dcc869b14cf7ef443a1b5de83b07973;hp=39fac1534b346522e91b88c7ac31e709feb01eb5;hpb=6c01a0e770432eda0e29dbd7278a94efc688a6d3;p=mesa.git diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c index 39fac1534b3..f26fd784e71 100644 --- a/src/mesa/main/uniforms.c +++ b/src/mesa/main/uniforms.c @@ -18,9 +18,10 @@ * 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. */ /** @@ -42,8 +43,10 @@ #include "main/shaderobj.h" #include "main/uniforms.h" #include "main/enums.h" -#include "ir_uniform.h" -#include "glsl_types.h" +#include "compiler/glsl/ir_uniform.h" +#include "compiler/glsl_types.h" +#include "program/program.h" +#include "util/bitscan.h" /** * Update the vertex/fragment program's TexturesUsed array. @@ -64,19 +67,36 @@ void _mesa_update_shader_textures_used(struct gl_shader_program *shProg, struct gl_program *prog) { - GLuint s; + GLbitfield mask = prog->SamplersUsed; + struct gl_linked_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]; - assert(unit < Elements(prog->TexturesUsed)); - assert(tgt < NUM_TEXTURE_TARGETS); - prog->TexturesUsed[unit] |= (1 << tgt); - } + shProg->SamplersValidated = GL_TRUE; + + while (mask) { + const int s = u_bit_scan(&mask); + GLuint unit = shader->SamplerUnits[s]; + GLuint tgt = shader->SamplerTargets[s]; + assert(unit < ARRAY_SIZE(prog->TexturesUsed)); + assert(tgt < NUM_TEXTURE_TARGETS); + + /* The types of the samplers associated with a particular texture + * unit must be an exact match. Page 74 (page 89 of the PDF) of the + * OpenGL 3.3 core spec says: + * + * "It is not allowed to have variables of different sampler + * types pointing to the same texture image unit within a program + * object." + */ + if (prog->TexturesUsed[unit] & ~(1 << tgt)) + shProg->SamplersValidated = GL_FALSE; + + prog->TexturesUsed[unit] |= (1 << tgt); } } @@ -106,7 +126,7 @@ _mesa_uniform_attach_driver_storage(struct gl_uniform_storage *uni, uni->driver_storage[uni->num_driver_storage].element_stride = element_stride; uni->driver_storage[uni->num_driver_storage].vector_stride = vector_stride; - uni->driver_storage[uni->num_driver_storage].format = (uint8_t) format; + uni->driver_storage[uni->num_driver_storage].format = format; uni->driver_storage[uni->num_driver_storage].data = data; uni->num_driver_storage++; @@ -128,35 +148,35 @@ _mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage *uni) } 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, GLSL_TYPE_FLOAT, 1); } 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, GLSL_TYPE_FLOAT, 2); } 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, GLSL_TYPE_FLOAT, 3); } 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); @@ -165,103 +185,294 @@ _mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, 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, GLSL_TYPE_FLOAT, 4); +} + +void GLAPIENTRY +_mesa_Uniform1i(GLint location, GLint v0) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_INT, 1); +} + +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, GLSL_TYPE_INT, 2); +} + +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, GLSL_TYPE_INT, 3); +} + +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, GLSL_TYPE_INT, 4); +} + +void GLAPIENTRY +_mesa_Uniform1fv(GLint location, GLsizei count, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_FLOAT, 1); +} + +void GLAPIENTRY +_mesa_Uniform2fv(GLint location, GLsizei count, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_FLOAT, 2); +} + +void GLAPIENTRY +_mesa_Uniform3fv(GLint location, GLsizei count, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_FLOAT, 3); +} + +void GLAPIENTRY +_mesa_Uniform4fv(GLint location, GLsizei count, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_FLOAT, 4); +} + +void GLAPIENTRY +_mesa_Uniform1iv(GLint location, GLsizei count, const GLint * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_INT, 1); +} + +void GLAPIENTRY +_mesa_Uniform2iv(GLint location, GLsizei count, const GLint * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_INT, 2); +} + +void GLAPIENTRY +_mesa_Uniform3iv(GLint location, GLsizei count, const GLint * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_INT, 3); +} + +void GLAPIENTRY +_mesa_Uniform4iv(GLint location, GLsizei count, const GLint * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_INT, 4); +} + +/** 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, GLSL_TYPE_FLOAT, 1); +} + +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, GLSL_TYPE_FLOAT, 2); +} + +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, GLSL_TYPE_FLOAT, 3); +} + +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, GLSL_TYPE_FLOAT, 4); } 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, GLSL_TYPE_INT, 1); } 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, GLSL_TYPE_INT, 2); } 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, GLSL_TYPE_INT, 3); } 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, GLSL_TYPE_INT, 4); } 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, GLSL_TYPE_FLOAT, 1); } 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, GLSL_TYPE_FLOAT, 2); } 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, GLSL_TYPE_FLOAT, 3); } 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, GLSL_TYPE_FLOAT, 4); } 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, GLSL_TYPE_INT, 1); } 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, GLSL_TYPE_INT, 2); } 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, GLSL_TYPE_INT, 3); } 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, GLSL_TYPE_INT, 4); } @@ -270,7 +481,7 @@ void GLAPIENTRY _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, GLSL_TYPE_UINT, 1); } void GLAPIENTRY @@ -280,7 +491,7 @@ _mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1) 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, GLSL_TYPE_UINT, 2); } void GLAPIENTRY @@ -291,7 +502,7 @@ _mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) 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, GLSL_TYPE_UINT, 3); } void GLAPIENTRY @@ -303,64 +514,198 @@ _mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) 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, GLSL_TYPE_UINT, 4); } 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, GLSL_TYPE_UINT, 1); } 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, GLSL_TYPE_UINT, 2); } 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, GLSL_TYPE_UINT, 3); } 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, GLSL_TYPE_UINT, 4); } 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, - 2, 2, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 2, 2, location, count, transpose, value, GLSL_TYPE_FLOAT); } 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, - 3, 3, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 3, 3, location, count, transpose, value, GLSL_TYPE_FLOAT); } 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, - 4, 4, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 4, 4, location, count, transpose, value, GLSL_TYPE_FLOAT); +} + +/** 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, GLSL_TYPE_UINT, 1); +} + +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, GLSL_TYPE_UINT, 2); +} + +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, GLSL_TYPE_UINT, 3); +} + +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, GLSL_TYPE_UINT, 4); +} + +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, GLSL_TYPE_UINT, 1); +} + +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, GLSL_TYPE_UINT, 2); +} + +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, GLSL_TYPE_UINT, 3); +} + +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, GLSL_TYPE_UINT, 4); +} + + + +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, GLSL_TYPE_FLOAT); +} + +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, GLSL_TYPE_FLOAT); +} + +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, GLSL_TYPE_FLOAT); } @@ -372,8 +717,8 @@ _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, - 2, 3, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 2, 3, location, count, transpose, value, GLSL_TYPE_FLOAT); } void GLAPIENTRY @@ -381,8 +726,8 @@ _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, - 3, 2, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 3, 2, location, count, transpose, value, GLSL_TYPE_FLOAT); } void GLAPIENTRY @@ -390,8 +735,8 @@ _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, - 2, 4, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 2, 4, location, count, transpose, value, GLSL_TYPE_FLOAT); } void GLAPIENTRY @@ -399,8 +744,8 @@ _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, - 4, 2, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 4, 2, location, count, transpose, value, GLSL_TYPE_FLOAT); } void GLAPIENTRY @@ -408,8 +753,8 @@ _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, - 3, 4, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 3, 4, location, count, transpose, value, GLSL_TYPE_FLOAT); } void GLAPIENTRY @@ -417,13 +762,81 @@ _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, - 4, 3, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 4, 3, location, count, transpose, value, GLSL_TYPE_FLOAT); +} + +/** 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, GLSL_TYPE_FLOAT); +} + +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, GLSL_TYPE_FLOAT); +} + +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, GLSL_TYPE_FLOAT); +} + +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, GLSL_TYPE_FLOAT); +} + +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, GLSL_TYPE_FLOAT); +} + +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, GLSL_TYPE_FLOAT); } void GLAPIENTRY -_mesa_GetnUniformfvARB(GLhandleARB program, GLint location, +_mesa_GetnUniformfvARB(GLuint program, GLint location, GLsizei bufSize, GLfloat *params) { GET_CURRENT_CONTEXT(ctx); @@ -431,14 +844,14 @@ _mesa_GetnUniformfvARB(GLhandleARB program, GLint location, } 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); @@ -446,7 +859,7 @@ _mesa_GetnUniformivARB(GLhandleARB program, GLint location, } 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); } @@ -454,7 +867,7 @@ _mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params) /* GL3 */ void GLAPIENTRY -_mesa_GetnUniformuivARB(GLhandleARB program, GLint location, +_mesa_GetnUniformuivARB(GLuint program, GLint location, GLsizei bufSize, GLuint *params) { GET_CURRENT_CONTEXT(ctx); @@ -462,7 +875,7 @@ _mesa_GetnUniformuivARB(GLhandleARB program, GLint location, } 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); } @@ -470,35 +883,25 @@ _mesa_GetUniformuiv(GLhandleARB program, GLint location, GLuint *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) program; - (void) location; - (void) bufSize; - (void) params; - - /* _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_DOUBLE, params); - */ - _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformdvARB" - "(GL_ARB_gpu_shader_fp64 not implemented)"); } 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; GET_CURRENT_CONTEXT(ctx); @@ -512,35 +915,20 @@ _mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name) * "If program has not been successfully linked, the error * INVALID_OPERATION is generated." */ - if (shProg->LinkStatus == GL_FALSE) { + if (shProg->data->LinkStatus == GL_FALSE) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformLocation(program not linked)"); return -1; } - index = _mesa_get_uniform_location(ctx, shProg, name, &offset); - if (index == GL_INVALID_INDEX) - return -1; - - /* From the GL_ARB_uniform_buffer_object spec: - * - * "The value -1 will be returned if does not correspond to an - * active uniform variable name in , if is associated - * with a named uniform block, or if starts with the reserved - * prefix "gl_"." - */ - if (shProg->UniformStorage[index].block_index != -1) - return -1; - - return _mesa_uniform_merge_location_offset(index, offset); + return _mesa_program_resource_location(shProg, GL_UNIFORM, name); } -static GLuint GLAPIENTRY +GLuint GLAPIENTRY _mesa_GetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) { GET_CURRENT_CONTEXT(ctx); - GLuint i; struct gl_shader_program *shProg; if (!ctx->Extensions.ARB_uniform_buffer_object) { @@ -553,15 +941,16 @@ _mesa_GetUniformBlockIndex(GLuint program, if (!shProg) return GL_INVALID_INDEX; - for (i = 0; i < shProg->NumUniformBlocks; i++) { - if (!strcmp(shProg->UniformBlocks[i].Name, uniformBlockName)) - return i; - } + struct gl_program_resource *res = + _mesa_program_resource_find_name(shProg, GL_UNIFORM_BLOCK, + uniformBlockName, NULL); + if (!res) + return GL_INVALID_INDEX; - return GL_INVALID_INDEX; + return _mesa_program_resource_index(shProg, res); } -static void GLAPIENTRY +void GLAPIENTRY _mesa_GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar * const *uniformNames, @@ -588,13 +977,14 @@ _mesa_GetUniformIndices(GLuint program, } for (i = 0; i < uniformCount; i++) { - unsigned offset; - uniformIndices[i] = _mesa_get_uniform_location(ctx, shProg, - uniformNames[i], &offset); + struct gl_program_resource *res = + _mesa_program_resource_find_name(shProg, GL_UNIFORM, uniformNames[i], + NULL); + uniformIndices[i] = _mesa_program_resource_index(shProg, res); } } -static void GLAPIENTRY +void GLAPIENTRY _mesa_UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) @@ -612,115 +1002,189 @@ _mesa_UniformBlockBinding(GLuint program, if (!shProg) return; - if (uniformBlockIndex >= shProg->NumUniformBlocks) { + if (uniformBlockIndex >= shProg->data->NumUniformBlocks) { _mesa_error(ctx, GL_INVALID_VALUE, - "glUniformBlockBinding(block index %d >= %d)", - uniformBlockIndex, shProg->NumUniformBlocks); + "glUniformBlockBinding(block index %u >= %u)", + uniformBlockIndex, shProg->data->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; } - if (shProg->UniformBlocks[uniformBlockIndex].Binding != + if (shProg->data->UniformBlocks[uniformBlockIndex].Binding != uniformBlockBinding) { - int i; - - FLUSH_VERTICES(ctx, _NEW_BUFFER_OBJECT); - shProg->UniformBlocks[uniformBlockIndex].Binding = uniformBlockBinding; - for (i = 0; i < MESA_SHADER_TYPES; i++) { - int stage_index = shProg->UniformBlockStageIndex[i][uniformBlockIndex]; + FLUSH_VERTICES(ctx, 0); + ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer; - if (stage_index != -1) { - struct gl_shader *sh = shProg->_LinkedShaders[i]; - sh->UniformBlocks[stage_index].Binding = uniformBlockBinding; - } - } + shProg->data->UniformBlocks[uniformBlockIndex].Binding = + uniformBlockBinding; } } -static void GLAPIENTRY -_mesa_GetActiveUniformBlockiv(GLuint program, - GLuint uniformBlockIndex, - GLenum pname, - GLint *params) +void GLAPIENTRY +_mesa_ShaderStorageBlockBinding(GLuint program, + GLuint shaderStorageBlockIndex, + GLuint shaderStorageBlockBinding) { 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 (!ctx->Extensions.ARB_shader_storage_buffer_object) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glShaderStorageBlockBinding"); return; } shProg = _mesa_lookup_shader_program_err(ctx, program, - "glGetActiveUniformBlockiv"); + "glShaderStorageBlockBinding"); if (!shProg) return; - if (uniformBlockIndex >= shProg->NumUniformBlocks) { + if (shaderStorageBlockIndex >= shProg->data->NumShaderStorageBlocks) { _mesa_error(ctx, GL_INVALID_VALUE, - "glGetActiveUniformBlockiv(block index %d >= %d)", - uniformBlockIndex, shProg->NumUniformBlocks); + "glShaderStorageBlockBinding(block index %u >= %u)", + shaderStorageBlockIndex, + shProg->data->NumShaderStorageBlocks); return; } - block = &shProg->UniformBlocks[uniformBlockIndex]; + if (shaderStorageBlockBinding >= ctx->Const.MaxShaderStorageBufferBindings) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glShaderStorageBlockBinding(block binding %u >= %u)", + shaderStorageBlockBinding, + ctx->Const.MaxShaderStorageBufferBindings); + return; + } + + if (shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding != + shaderStorageBlockBinding) { + + FLUSH_VERTICES(ctx, 0); + ctx->NewDriverState |= ctx->DriverFlags.NewShaderStorageBuffer; + + shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding = + shaderStorageBlockBinding; + } +} + +/** + * Generic program resource property query. + */ +static void +mesa_bufferiv(struct gl_shader_program *shProg, GLenum type, + GLuint index, GLenum pname, GLint *params, const char *caller) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_program_resource *res = + _mesa_program_resource_find_index(shProg, type, index); + + if (!res) { + _mesa_error(ctx, GL_INVALID_VALUE, "%s(bufferindex %d)", caller, index); + return; + } switch (pname) { case GL_UNIFORM_BLOCK_BINDING: - params[0] = block->Binding; + case GL_ATOMIC_COUNTER_BUFFER_BINDING: + _mesa_program_resource_prop(shProg, res, index, GL_BUFFER_BINDING, + params, caller); return; - case GL_UNIFORM_BLOCK_DATA_SIZE: - params[0] = block->UniformBufferSize; + case GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE: + _mesa_program_resource_prop(shProg, res, index, GL_BUFFER_DATA_SIZE, + params, caller); return; - case GL_UNIFORM_BLOCK_NAME_LENGTH: - params[0] = strlen(block->Name) + 1; + _mesa_program_resource_prop(shProg, res, index, GL_NAME_LENGTH, + params, caller); return; - case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: - params[0] = block->NumUniforms; + case GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS: + _mesa_program_resource_prop(shProg, res, index, GL_NUM_ACTIVE_VARIABLES, + params, caller); 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].Name, - &offset); - } + case GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES: + _mesa_program_resource_prop(shProg, res, index, GL_ACTIVE_VARIABLES, + params, caller); return; - case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: - params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_VERTEX][uniformBlockIndex] != -1; + case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER: + _mesa_program_resource_prop(shProg, res, index, + GL_REFERENCED_BY_VERTEX_SHADER, params, + caller); return; - case GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER: - params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_GEOMETRY][uniformBlockIndex] != -1; + case GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER: + case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER: + _mesa_program_resource_prop(shProg, res, index, + GL_REFERENCED_BY_TESS_CONTROL_SHADER, params, + caller); return; - case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: - params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_FRAGMENT][uniformBlockIndex] != -1; + case GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER: + case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER: + _mesa_program_resource_prop(shProg, res, index, + GL_REFERENCED_BY_TESS_EVALUATION_SHADER, params, + caller); return; + case GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER: + case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER: + _mesa_program_resource_prop(shProg, res, index, + GL_REFERENCED_BY_GEOMETRY_SHADER, params, + caller); + return; + case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: + case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER: + _mesa_program_resource_prop(shProg, res, index, + GL_REFERENCED_BY_FRAGMENT_SHADER, params, + caller); + return; + case GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER: + case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER: + _mesa_program_resource_prop(shProg, res, index, + GL_REFERENCED_BY_COMPUTE_SHADER, params, + caller); + return; default: _mesa_error(ctx, GL_INVALID_ENUM, - "glGetActiveUniformBlockiv(pname 0x%x (%s))", - pname, _mesa_lookup_enum_by_nr(pname)); + "%s(pname 0x%x (%s))", caller, pname, + _mesa_enum_to_string(pname)); return; } } -static void GLAPIENTRY + +void GLAPIENTRY +_mesa_GetActiveUniformBlockiv(GLuint program, + GLuint uniformBlockIndex, + GLenum pname, + GLint *params) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg; + + if (!ctx->Extensions.ARB_uniform_buffer_object) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv"); + return; + } + + shProg = _mesa_lookup_shader_program_err(ctx, program, + "glGetActiveUniformBlockiv"); + if (!shProg) + return; + + mesa_bufferiv(shProg, GL_UNIFORM_BLOCK, uniformBlockIndex, pname, params, + "glGetActiveUniformBlockiv"); +} + +void GLAPIENTRY _mesa_GetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, @@ -729,7 +1193,6 @@ _mesa_GetActiveUniformBlockName(GLuint program, { 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"); @@ -748,21 +1211,14 @@ _mesa_GetActiveUniformBlockName(GLuint program, if (!shProg) return; - if (uniformBlockIndex >= shProg->NumUniformBlocks) { - _mesa_error(ctx, GL_INVALID_VALUE, - "glGetActiveUniformBlockiv(block index %d >= %d)", - uniformBlockIndex, shProg->NumUniformBlocks); - return; - } - - block = &shProg->UniformBlocks[uniformBlockIndex]; - - if (uniformBlockName) { - _mesa_copy_string(uniformBlockName, bufSize, length, block->Name); - } + if (uniformBlockName) + _mesa_get_program_resource_name(shProg, GL_UNIFORM_BLOCK, + uniformBlockIndex, bufSize, length, + uniformBlockName, + "glGetActiveUniformBlockName"); } -static void GLAPIENTRY +void GLAPIENTRY _mesa_GetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName) @@ -771,7 +1227,7 @@ _mesa_GetActiveUniformName(GLuint program, GLuint uniformIndex, struct gl_shader_program *shProg; if (!ctx->Extensions.ARB_uniform_buffer_object) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv"); + _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformName"); return; } @@ -782,91 +1238,377 @@ _mesa_GetActiveUniformName(GLuint program, GLuint uniformIndex, return; } - ASSERT_OUTSIDE_BEGIN_END(ctx); - shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniformName"); if (!shProg) return; - if (uniformIndex >= shProg->NumUserUniformStorage) { - _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); + _mesa_get_program_resource_name(shProg, GL_UNIFORM, uniformIndex, bufSize, + length, uniformName, "glGetActiveUniformName"); +} + +void GLAPIENTRY +_mesa_GetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, + GLenum pname, GLint *params) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg; + + if (!ctx->Extensions.ARB_shader_atomic_counters) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glGetActiveAtomicCounterBufferiv"); return; } - if (uniformName) { - _mesa_copy_string(uniformName, bufSize, length, - shProg->UniformStorage[uniformIndex].name); - } + shProg = _mesa_lookup_shader_program_err(ctx, program, + "glGetActiveAtomicCounterBufferiv"); + if (!shProg) + return; + + mesa_bufferiv(shProg, GL_ATOMIC_COUNTER_BUFFER, bufferIndex, pname, params, + "glGetActiveAtomicCounterBufferiv"); } -/** - * Plug in shader uniform-related functions into API dispatch table. - */ -void -_mesa_init_shader_uniform_dispatch(const struct gl_context *ctx, - 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 */ - if (ctx->API != API_OPENGLES2 || _mesa_is_gles3(ctx)) { - 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_GetActiveUniformBlockName(exec, _mesa_GetActiveUniformBlockName); - SET_GetActiveUniformName(exec, _mesa_GetActiveUniformName); - SET_UniformBlockBinding(exec, _mesa_UniformBlockBinding); - } -#endif /* FEATURE_GL */ +void GLAPIENTRY +_mesa_Uniform1d(GLint location, GLdouble v0) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_DOUBLE, 1); +} + +void GLAPIENTRY +_mesa_Uniform2d(GLint location, GLdouble v0, GLdouble v1) +{ + GET_CURRENT_CONTEXT(ctx); + GLdouble v[2]; + v[0] = v0; + v[1] = v1; + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_DOUBLE, 2); +} + +void GLAPIENTRY +_mesa_Uniform3d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2) +{ + GET_CURRENT_CONTEXT(ctx); + GLdouble v[3]; + v[0] = v0; + v[1] = v1; + v[2] = v2; + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_DOUBLE, 3); +} + +void GLAPIENTRY +_mesa_Uniform4d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2, + GLdouble v3) +{ + GET_CURRENT_CONTEXT(ctx); + GLdouble v[4]; + v[0] = v0; + v[1] = v1; + v[2] = v2; + v[3] = v3; + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_DOUBLE, 4); +} + +void GLAPIENTRY +_mesa_Uniform1dv(GLint location, GLsizei count, const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 1); +} + +void GLAPIENTRY +_mesa_Uniform2dv(GLint location, GLsizei count, const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 2); +} + +void GLAPIENTRY +_mesa_Uniform3dv(GLint location, GLsizei count, const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 3); +} + +void GLAPIENTRY +_mesa_Uniform4dv(GLint location, GLsizei count, const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 4); +} + +void GLAPIENTRY +_mesa_UniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, + const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 2, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_UniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, + const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 3, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_UniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, + const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 4, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_UniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, + const GLdouble *value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 2, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_UniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, + const GLdouble *value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 3, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_UniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, + const GLdouble *value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 2, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_UniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, + const GLdouble *value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 4, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_UniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, + const GLdouble *value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 3, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_UniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, + const GLdouble *value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, + 4, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_ProgramUniform1d(GLuint program, GLint location, GLdouble v0) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform1d"); + _mesa_uniform(ctx, shProg, location, 1, &v0, GLSL_TYPE_DOUBLE, 1); +} + +void GLAPIENTRY +_mesa_ProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1) +{ + GET_CURRENT_CONTEXT(ctx); + GLdouble v[2]; + struct gl_shader_program *shProg; + v[0] = v0; + v[1] = v1; + shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2d"); + _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_DOUBLE, 2); +} + +void GLAPIENTRY +_mesa_ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, + GLdouble v2) +{ + GET_CURRENT_CONTEXT(ctx); + GLdouble v[3]; + struct gl_shader_program *shProg; + v[0] = v0; + v[1] = v1; + v[2] = v2; + shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3d"); + _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_DOUBLE, 3); +} + +void GLAPIENTRY +_mesa_ProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, + GLdouble v2, GLdouble v3) +{ + GET_CURRENT_CONTEXT(ctx); + GLdouble 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, "glProgramUniform4d"); + _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_DOUBLE, 4); +} + +void GLAPIENTRY +_mesa_ProgramUniform1dv(GLuint program, GLint location, GLsizei count, + const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform1dv"); + _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 1); +} + +void GLAPIENTRY +_mesa_ProgramUniform2dv(GLuint program, GLint location, GLsizei count, + const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform2dv"); + _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 2); +} + +void GLAPIENTRY +_mesa_ProgramUniform3dv(GLuint program, GLint location, GLsizei count, + const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform3dv"); + _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 3); +} + +void GLAPIENTRY +_mesa_ProgramUniform4dv(GLuint program, GLint location, GLsizei count, + const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform4dv"); + _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 4); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix2dv"); + _mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix3dv"); + _mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix4dv"); + _mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix2x3dv"); + _mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix3x2dv"); + _mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix2x4dv"); + _mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix4x2dv"); + _mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix3x4dv"); + _mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLdouble * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix4x3dv"); + _mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE); }