/* * Mesa 3-D graphics library * * Copyright (C) 2004-2008 Brian Paul All Rights Reserved. * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved. * Copyright © 2010 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * 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 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. */ /** * \file uniforms.c * Functions related to GLSL uniform variables. * \author Brian Paul */ /** * XXX things to do: * 1. Check that the right error code is generated for all _mesa_error() calls. * 2. Insert FLUSH_VERTICES calls in various places */ #include "main/glheader.h" #include "main/context.h" #include "main/dispatch.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "main/uniforms.h" #include "main/enums.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. * * This needs to be called after glUniform(set sampler var) is called. * A call to glUniform(samplerVar, value) causes a sampler to point to a * particular texture unit. We know the sampler's texture target * (1D/2D/3D/etc) from compile time but the sampler's texture unit is * set by glUniform() calls. * * So, scan the program->SamplerUnits[] and program->SamplerTargets[] * information to update the prog->TexturesUsed[] values. * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX, * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc. * We'll use that info for state validation before rendering. */ void _mesa_update_shader_textures_used(struct gl_shader_program *shProg, struct gl_program *prog) { GLbitfield mask = prog->SamplersUsed; struct gl_linked_shader *shader = shProg->_LinkedShaders[_mesa_program_enum_to_shader_stage(prog->Target)]; assert(shader); memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed)); shProg->SamplersValidated = GL_TRUE; while (mask) { const int s = u_bit_scan(&mask); GLuint unit = prog->SamplerUnits[s]; GLuint tgt = prog->sh.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); } } /** * Connect a piece of driver storage with a part of a uniform * * \param uni The uniform with which the storage will be associated * \param element_stride Byte-stride between array elements. * \sa gl_uniform_driver_storage::element_stride. * \param vector_stride Byte-stride between vectors (in a matrix). * \sa gl_uniform_driver_storage::vector_stride. * \param format Conversion from native format to driver format * required by the driver. * \param data Location to dump the data. */ void _mesa_uniform_attach_driver_storage(struct gl_uniform_storage *uni, unsigned element_stride, unsigned vector_stride, enum gl_uniform_driver_format format, void *data) { uni->driver_storage = realloc(uni->driver_storage, sizeof(struct gl_uniform_driver_storage) * (uni->num_driver_storage + 1)); 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 = format; uni->driver_storage[uni->num_driver_storage].data = data; uni->num_driver_storage++; } /** * Sever all connections with all pieces of driver storage for all uniforms * * \warning * This function does \b not release any of the \c data pointers * previously passed in to \c _mesa_uniform_attach_driver_stoarge. */ void _mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage *uni) { free(uni->driver_storage); uni->driver_storage = NULL; uni->num_driver_storage = 0; } void GLAPIENTRY _mesa_Uniform1f(GLint location, GLfloat v0) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_FLOAT, 1); } void GLAPIENTRY _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, GLSL_TYPE_FLOAT, 2); } void GLAPIENTRY _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, GLSL_TYPE_FLOAT, 3); } void GLAPIENTRY _mesa_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { GET_CURRENT_CONTEXT(ctx); GLfloat 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_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_ProgramUniform1i(GLuint program, GLint location, GLint v0) { GET_CURRENT_CONTEXT(ctx); 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_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; shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2i"); _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_INT, 2); } void GLAPIENTRY _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; shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3i"); _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_INT, 3); } void GLAPIENTRY _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; shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4i"); _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_INT, 4); } void GLAPIENTRY _mesa_ProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); 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_ProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); 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_ProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); 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_ProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); 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_ProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); 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_ProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); 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_ProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); 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_ProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4iv"); _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_INT, 4); } /** OpenGL 3.0 GLuint-valued functions **/ void GLAPIENTRY _mesa_Uniform1ui(GLint location, GLuint v0) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_UINT, 1); } void GLAPIENTRY _mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1) { GET_CURRENT_CONTEXT(ctx); GLuint v[2]; v[0] = v0; v[1] = v1; _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_UINT, 2); } void GLAPIENTRY _mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) { GET_CURRENT_CONTEXT(ctx); GLuint v[3]; v[0] = v0; v[1] = v1; v[2] = v2; _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_UINT, 3); } void GLAPIENTRY _mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { GET_CURRENT_CONTEXT(ctx); GLuint 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_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, 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, 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, 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, GLSL_TYPE_UINT, 4); } void GLAPIENTRY _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, GLSL_TYPE_FLOAT); } void GLAPIENTRY _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, GLSL_TYPE_FLOAT); } void GLAPIENTRY _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, 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); } /** * Non-square UniformMatrix are OpenGL 2.1 */ void GLAPIENTRY _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, GLSL_TYPE_FLOAT); } void GLAPIENTRY _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, GLSL_TYPE_FLOAT); } void GLAPIENTRY _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, GLSL_TYPE_FLOAT); } void GLAPIENTRY _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, GLSL_TYPE_FLOAT); } void GLAPIENTRY _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, GLSL_TYPE_FLOAT); } void GLAPIENTRY _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, 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(GLuint program, GLint location, GLsizei bufSize, GLfloat *params) { GET_CURRENT_CONTEXT(ctx); _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_FLOAT, params); } void GLAPIENTRY _mesa_GetUniformfv(GLuint program, GLint location, GLfloat *params) { _mesa_GetnUniformfvARB(program, location, INT_MAX, params); } void GLAPIENTRY _mesa_GetnUniformivARB(GLuint program, GLint location, GLsizei bufSize, GLint *params) { GET_CURRENT_CONTEXT(ctx); _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_INT, params); } void GLAPIENTRY _mesa_GetUniformiv(GLuint program, GLint location, GLint *params) { _mesa_GetnUniformivARB(program, location, INT_MAX, params); } /* GL3 */ void GLAPIENTRY _mesa_GetnUniformuivARB(GLuint program, GLint location, GLsizei bufSize, GLuint *params) { GET_CURRENT_CONTEXT(ctx); _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_UINT, params); } void GLAPIENTRY _mesa_GetUniformuiv(GLuint program, GLint location, GLuint *params) { _mesa_GetnUniformuivARB(program, location, INT_MAX, params); } /* GL4 */ void GLAPIENTRY _mesa_GetnUniformdvARB(GLuint program, GLint location, GLsizei bufSize, GLdouble *params) { GET_CURRENT_CONTEXT(ctx); _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_DOUBLE, params); } void GLAPIENTRY _mesa_GetUniformdv(GLuint program, GLint location, GLdouble *params) { _mesa_GetnUniformdvARB(program, location, INT_MAX, params); } GLint GLAPIENTRY _mesa_GetUniformLocation(GLuint programObj, const GLcharARB *name) { struct gl_shader_program *shProg; GET_CURRENT_CONTEXT(ctx); shProg = _mesa_lookup_shader_program_err(ctx, programObj, "glGetUniformLocation"); if (!shProg) return -1; /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says: * * "If program has not been successfully linked, the error * INVALID_OPERATION is generated." */ if (shProg->data->LinkStatus == GL_FALSE) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformLocation(program not linked)"); return -1; } return _mesa_program_resource_location(shProg, GL_UNIFORM, name); } GLuint GLAPIENTRY _mesa_GetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *shProg; if (!ctx->Extensions.ARB_uniform_buffer_object) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformBlockIndex"); return GL_INVALID_INDEX; } shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetUniformBlockIndex"); if (!shProg) return GL_INVALID_INDEX; struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, GL_UNIFORM_BLOCK, uniformBlockName, NULL); if (!res) return GL_INVALID_INDEX; return _mesa_program_resource_index(shProg, res); } void GLAPIENTRY _mesa_GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar * const *uniformNames, GLuint *uniformIndices) { GET_CURRENT_CONTEXT(ctx); GLsizei i; struct gl_shader_program *shProg; if (!ctx->Extensions.ARB_uniform_buffer_object) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformIndices"); return; } shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetUniformIndices"); if (!shProg) return; if (uniformCount < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformIndices(uniformCount < 0)"); return; } for (i = 0; i < uniformCount; i++) { struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, GL_UNIFORM, uniformNames[i], NULL); uniformIndices[i] = _mesa_program_resource_index(shProg, res); } } void GLAPIENTRY _mesa_UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *shProg; if (!ctx->Extensions.ARB_uniform_buffer_object) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformBlockBinding"); return; } shProg = _mesa_lookup_shader_program_err(ctx, program, "glUniformBlockBinding"); if (!shProg) return; if (uniformBlockIndex >= shProg->data->NumUniformBlocks) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniformBlockBinding(block index %u >= %u)", uniformBlockIndex, shProg->data->NumUniformBlocks); return; } if (uniformBlockBinding >= ctx->Const.MaxUniformBufferBindings) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniformBlockBinding(block binding %u >= %u)", uniformBlockBinding, ctx->Const.MaxUniformBufferBindings); return; } if (shProg->data->UniformBlocks[uniformBlockIndex].Binding != uniformBlockBinding) { FLUSH_VERTICES(ctx, 0); ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer; shProg->data->UniformBlocks[uniformBlockIndex].Binding = uniformBlockBinding; } } void GLAPIENTRY _mesa_ShaderStorageBlockBinding(GLuint program, GLuint shaderStorageBlockIndex, GLuint shaderStorageBlockBinding) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *shProg; if (!ctx->Extensions.ARB_shader_storage_buffer_object) { _mesa_error(ctx, GL_INVALID_OPERATION, "glShaderStorageBlockBinding"); return; } shProg = _mesa_lookup_shader_program_err(ctx, program, "glShaderStorageBlockBinding"); if (!shProg) return; if (shaderStorageBlockIndex >= shProg->data->NumShaderStorageBlocks) { _mesa_error(ctx, GL_INVALID_VALUE, "glShaderStorageBlockBinding(block index %u >= %u)", shaderStorageBlockIndex, shProg->data->NumShaderStorageBlocks); return; } 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: 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: 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: _mesa_program_resource_prop(shProg, res, index, GL_NAME_LENGTH, params, caller); return; case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: 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: 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: 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_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_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, "%s(pname 0x%x (%s))", caller, pname, _mesa_enum_to_string(pname)); return; } } 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, GLsizei *length, GLchar *uniformBlockName) { 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, "glGetActiveUniformBlockName(bufSize %d < 0)", bufSize); return; } shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniformBlockiv"); if (!shProg) return; if (uniformBlockName) _mesa_get_program_resource_name(shProg, GL_UNIFORM_BLOCK, uniformBlockIndex, bufSize, length, uniformBlockName, "glGetActiveUniformBlockName"); } 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, "glGetActiveUniformName"); 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; _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; } shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAtomicCounterBufferiv"); if (!shProg) return; mesa_bufferiv(shProg, GL_ATOMIC_COUNTER_BUFFER, bufferIndex, pname, params, "glGetActiveAtomicCounterBufferiv"); } 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); }