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author | marha <marha@users.sourceforge.net> | 2010-12-29 12:20:21 +0000 |
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committer | marha <marha@users.sourceforge.net> | 2010-12-29 12:20:21 +0000 |
commit | 053f5dfd42ade05252e586a282e34906db10828d (patch) | |
tree | de215580ce205409a6d810a005c6c5909f3145d1 /mesalib/src/mesa/main/uniforms.c | |
parent | 04ceb8c4a0cca3d8682f094d1d6faed8f693afb5 (diff) | |
parent | 807c6931fe683fd844ceec1b023232181e6aae03 (diff) | |
download | vcxsrv-053f5dfd42ade05252e586a282e34906db10828d.tar.gz vcxsrv-053f5dfd42ade05252e586a282e34906db10828d.tar.bz2 vcxsrv-053f5dfd42ade05252e586a282e34906db10828d.zip |
svn merge ^/branches/released .
Diffstat (limited to 'mesalib/src/mesa/main/uniforms.c')
-rw-r--r-- | mesalib/src/mesa/main/uniforms.c | 3044 |
1 files changed, 1662 insertions, 1382 deletions
diff --git a/mesalib/src/mesa/main/uniforms.c b/mesalib/src/mesa/main/uniforms.c index a5d7da51f..a6fdabea7 100644 --- a/mesalib/src/mesa/main/uniforms.c +++ b/mesalib/src/mesa/main/uniforms.c @@ -1,1382 +1,1662 @@ -/* - * Mesa 3-D graphics library - * - * Copyright (C) 2004-2008 Brian Paul All Rights Reserved. - * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved. - * - * 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 - * 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. - */ - -/** - * \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 "program/prog_parameter.h" -#include "program/prog_statevars.h" -#include "program/prog_uniform.h" - - - -static GLenum -base_uniform_type(GLenum type) -{ - switch (type) { -#if 0 /* not needed, for now */ - case GL_BOOL: - case GL_BOOL_VEC2: - case GL_BOOL_VEC3: - case GL_BOOL_VEC4: - return GL_BOOL; -#endif - case GL_FLOAT: - case GL_FLOAT_VEC2: - case GL_FLOAT_VEC3: - case GL_FLOAT_VEC4: - return GL_FLOAT; - case GL_UNSIGNED_INT: - case GL_UNSIGNED_INT_VEC2: - case GL_UNSIGNED_INT_VEC3: - case GL_UNSIGNED_INT_VEC4: - return GL_UNSIGNED_INT; - case GL_INT: - case GL_INT_VEC2: - case GL_INT_VEC3: - case GL_INT_VEC4: - return GL_INT; - default: - _mesa_problem(NULL, "Invalid type in base_uniform_type()"); - return GL_FLOAT; - } -} - - -static GLboolean -is_boolean_type(GLenum type) -{ - switch (type) { - case GL_BOOL: - case GL_BOOL_VEC2: - case GL_BOOL_VEC3: - case GL_BOOL_VEC4: - return GL_TRUE; - default: - return GL_FALSE; - } -} - - -static GLboolean -is_sampler_type(GLenum type) -{ - switch (type) { - case GL_SAMPLER_1D: - case GL_SAMPLER_2D: - case GL_SAMPLER_3D: - case GL_SAMPLER_CUBE: - case GL_SAMPLER_1D_SHADOW: - case GL_SAMPLER_2D_SHADOW: - case GL_SAMPLER_2D_RECT_ARB: - case GL_SAMPLER_2D_RECT_SHADOW_ARB: - case GL_SAMPLER_1D_ARRAY_EXT: - case GL_SAMPLER_2D_ARRAY_EXT: - case GL_SAMPLER_1D_ARRAY_SHADOW_EXT: - case GL_SAMPLER_2D_ARRAY_SHADOW_EXT: - return GL_TRUE; - default: - return GL_FALSE; - } -} - - -static struct gl_program_parameter * -get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index) -{ - const struct gl_program *prog = NULL; - GLint progPos; - - progPos = shProg->Uniforms->Uniforms[index].VertPos; - if (progPos >= 0) { - prog = &shProg->VertexProgram->Base; - } - else { - progPos = shProg->Uniforms->Uniforms[index].FragPos; - if (progPos >= 0) { - prog = &shProg->FragmentProgram->Base; - } else { - progPos = shProg->Uniforms->Uniforms[index].GeomPos; - if (progPos >= 0) { - prog = &shProg->GeometryProgram->Base; - } - } - } - - if (!prog || progPos < 0) - return NULL; /* should never happen */ - - return &prog->Parameters->Parameters[progPos]; -} - - -/** - * Called by glGetActiveUniform(). - */ -static void -_mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index, - GLsizei maxLength, GLsizei *length, GLint *size, - GLenum *type, GLchar *nameOut) -{ - const struct gl_shader_program *shProg; - const struct gl_program *prog = NULL; - const struct gl_program_parameter *param; - GLint progPos; - - shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); - if (!shProg) - return; - - if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) { - _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); - return; - } - - progPos = shProg->Uniforms->Uniforms[index].VertPos; - if (progPos >= 0) { - prog = &shProg->VertexProgram->Base; - } - else { - progPos = shProg->Uniforms->Uniforms[index].FragPos; - if (progPos >= 0) { - prog = &shProg->FragmentProgram->Base; - } else { - progPos = shProg->Uniforms->Uniforms[index].GeomPos; - if (progPos >= 0) { - prog = &shProg->GeometryProgram->Base; - } - } - } - - if (!prog || progPos < 0) - return; /* should never happen */ - - ASSERT(progPos < prog->Parameters->NumParameters); - param = &prog->Parameters->Parameters[progPos]; - - if (nameOut) { - _mesa_copy_string(nameOut, maxLength, length, param->Name); - } - - if (size) { - GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); - if ((GLint) param->Size > typeSize) { - /* This is an array. - * Array elements are placed on vector[4] boundaries so they're - * a multiple of four floats. We round typeSize up to next multiple - * of four to get the right size below. - */ - typeSize = (typeSize + 3) & ~3; - } - /* Note that the returned size is in units of the <type>, not bytes */ - *size = param->Size / typeSize; - } - - if (type) { - *type = param->DataType; - } -} - - - -static void -get_matrix_dims(GLenum type, GLint *rows, GLint *cols) -{ - switch (type) { - case GL_FLOAT_MAT2: - *rows = *cols = 2; - break; - case GL_FLOAT_MAT2x3: - *rows = 3; - *cols = 2; - break; - case GL_FLOAT_MAT2x4: - *rows = 4; - *cols = 2; - break; - case GL_FLOAT_MAT3: - *rows = 3; - *cols = 3; - break; - case GL_FLOAT_MAT3x2: - *rows = 2; - *cols = 3; - break; - case GL_FLOAT_MAT3x4: - *rows = 4; - *cols = 3; - break; - case GL_FLOAT_MAT4: - *rows = 4; - *cols = 4; - break; - case GL_FLOAT_MAT4x2: - *rows = 2; - *cols = 4; - break; - case GL_FLOAT_MAT4x3: - *rows = 3; - *cols = 4; - break; - default: - *rows = *cols = 0; - } -} - - -/** - * Determine the number of rows and columns occupied by a uniform - * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4), - * the number of rows = 1 and cols = number of elements in the vector. - */ -static void -get_uniform_rows_cols(const struct gl_program_parameter *p, - GLint *rows, GLint *cols) -{ - get_matrix_dims(p->DataType, rows, cols); - if (*rows == 0 && *cols == 0) { - /* not a matrix type, probably a float or vector */ - if (p->Size <= 4) { - *rows = 1; - *cols = p->Size; - } - else { - *rows = p->Size / 4 + 1; - if (p->Size % 4 == 0) - *cols = 4; - else - *cols = p->Size % 4; - } - } -} - - -/** - * Helper for get_uniform[fi]v() functions. - * Given a shader program name and uniform location, return a pointer - * to the shader program and return the program parameter position. - */ -static void -lookup_uniform_parameter(GLcontext *ctx, GLuint program, GLint location, - struct gl_program **progOut, GLint *paramPosOut) -{ - struct gl_shader_program *shProg - = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v"); - struct gl_program *prog = NULL; - GLint progPos = -1; - - /* if shProg is NULL, we'll have already recorded an error */ - - if (shProg) { - if (!shProg->Uniforms || - location < 0 || - location >= (GLint) shProg->Uniforms->NumUniforms) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)"); - } - else { - /* OK, find the gl_program and program parameter location */ - progPos = shProg->Uniforms->Uniforms[location].VertPos; - if (progPos >= 0) { - prog = &shProg->VertexProgram->Base; - } - else { - progPos = shProg->Uniforms->Uniforms[location].FragPos; - if (progPos >= 0) { - prog = &shProg->FragmentProgram->Base; - } else { - progPos = shProg->Uniforms->Uniforms[location].GeomPos; - if (progPos >= 0) { - prog = &shProg->GeometryProgram->Base; - } - } - } - } - } - - *progOut = prog; - *paramPosOut = progPos; -} - - -/** - * GLGL uniform arrays and structs require special handling. - * - * The GL_ARB_shader_objects spec says that if you use - * glGetUniformLocation to get the location of an array, you CANNOT - * access other elements of the array by adding an offset to the - * returned location. For example, you must call - * glGetUniformLocation("foo[16]") if you want to set the 16th element - * of the array with glUniform(). - * - * HOWEVER, some other OpenGL drivers allow accessing array elements - * by adding an offset to the returned array location. And some apps - * seem to depend on that behaviour. - * - * Mesa's gl_uniform_list doesn't directly support this since each - * entry in the list describes one uniform variable, not one uniform - * element. We could insert dummy entries in the list for each array - * element after [0] but that causes complications elsewhere. - * - * We solve this problem by encoding two values in the location that's - * returned by glGetUniformLocation(): - * a) index into gl_uniform_list::Uniforms[] for the uniform - * b) an array/field offset (0 for simple types) - * - * These two values are encoded in the high and low halves of a GLint. - * By putting the uniform number in the high part and the offset in the - * low part, we can support the unofficial ability to index into arrays - * by adding offsets to the location value. - */ -static void -merge_location_offset(GLint *location, GLint offset) -{ - *location = (*location << 16) | offset; -} - - -/** - * Separate the uniform location and parameter offset. See above. - */ -static void -split_location_offset(GLint *location, GLint *offset) -{ - *offset = *location & 0xffff; - *location = *location >> 16; -} - - - -/** - * Called via glGetUniformfv(). - */ -static void -_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location, - GLfloat *params) -{ - struct gl_program *prog; - GLint paramPos; - GLint offset; - - split_location_offset(&location, &offset); - - lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos); - - if (prog) { - const struct gl_program_parameter *p = - &prog->Parameters->Parameters[paramPos]; - GLint rows, cols, i, j, k; - - get_uniform_rows_cols(p, &rows, &cols); - - k = 0; - for (i = 0; i < rows; i++) { - for (j = 0; j < cols; j++ ) { - params[k++] = prog->Parameters->ParameterValues[paramPos+i][j]; - } - } - } -} - - -/** - * Called via glGetUniformiv(). - * \sa _mesa_get_uniformfv, only difference is a cast. - */ -static void -_mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location, - GLint *params) -{ - struct gl_program *prog; - GLint paramPos; - GLint offset; - - split_location_offset(&location, &offset); - - lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos); - - if (prog) { - const struct gl_program_parameter *p = - &prog->Parameters->Parameters[paramPos]; - GLint rows, cols, i, j, k; - - get_uniform_rows_cols(p, &rows, &cols); - - k = 0; - for (i = 0; i < rows; i++) { - for (j = 0; j < cols; j++ ) { - params[k++] = (GLint) prog->Parameters->ParameterValues[paramPos+i][j]; - } - } - } -} - - -/** - * Called via glGetUniformLocation(). - * - * The return value will encode two values, the uniform location and an - * offset (used for arrays, structs). - */ -GLint -_mesa_get_uniform_location(GLcontext *ctx, struct gl_shader_program *shProg, - const GLchar *name) -{ - GLint offset = 0, location = -1; - - if (shProg->LinkStatus == GL_FALSE) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)"); - return -1; - } - - /* XXX we should return -1 if the uniform was declared, but not - * actually used. - */ - - /* XXX we need to be able to parse uniform names for structs and arrays - * such as: - * mymatrix[1] - * mystruct.field1 - */ - - { - /* handle 1-dimension arrays here... */ - char *c = strchr(name, '['); - if (c) { - /* truncate name at [ */ - const GLint len = c - name; - GLchar *newName = malloc(len + 1); - if (!newName) - return -1; /* out of mem */ - memcpy(newName, name, len); - newName[len] = 0; - - location = _mesa_lookup_uniform(shProg->Uniforms, newName); - if (location >= 0) { - const GLint element = atoi(c + 1); - if (element > 0) { - /* get type of the uniform array element */ - struct gl_program_parameter *p; - p = get_uniform_parameter(shProg, location); - if (p) { - GLint rows, cols; - get_matrix_dims(p->DataType, &rows, &cols); - if (rows < 1) - rows = 1; - offset = element * rows; - } - } - } - - free(newName); - } - } - - if (location < 0) { - location = _mesa_lookup_uniform(shProg->Uniforms, name); - } - - if (location >= 0) { - merge_location_offset(&location, offset); - } - - return location; -} - - - -/** - * 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_program *prog) -{ - GLuint s; - - memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed)); - - for (s = 0; s < MAX_SAMPLERS; s++) { - if (prog->SamplersUsed & (1 << s)) { - GLuint unit = prog->SamplerUnits[s]; - GLuint tgt = prog->SamplerTargets[s]; - assert(unit < MAX_TEXTURE_IMAGE_UNITS); - assert(tgt < NUM_TEXTURE_TARGETS); - prog->TexturesUsed[unit] |= (1 << tgt); - } - } -} - - -/** - * Check if the type given by userType is allowed to set a uniform of the - * target type. Generally, equivalence is required, but setting Boolean - * uniforms can be done with glUniformiv or glUniformfv. - */ -static GLboolean -compatible_types(GLenum userType, GLenum targetType) -{ - if (userType == targetType) - return GL_TRUE; - - if (targetType == GL_BOOL && (userType == GL_FLOAT || - userType == GL_UNSIGNED_INT || - userType == GL_INT)) - return GL_TRUE; - - if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 || - userType == GL_UNSIGNED_INT_VEC2 || - userType == GL_INT_VEC2)) - return GL_TRUE; - - if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 || - userType == GL_UNSIGNED_INT_VEC3 || - userType == GL_INT_VEC3)) - return GL_TRUE; - - if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 || - userType == GL_UNSIGNED_INT_VEC4 || - userType == GL_INT_VEC4)) - return GL_TRUE; - - if (is_sampler_type(targetType) && userType == GL_INT) - return GL_TRUE; - - return GL_FALSE; -} - - -/** - * Set the value of a program's uniform variable. - * \param program the program whose uniform to update - * \param index the index of the program parameter for the uniform - * \param offset additional parameter slot offset (for arrays) - * \param type the incoming datatype of 'values' - * \param count the number of uniforms to set - * \param elems number of elements per uniform (1, 2, 3 or 4) - * \param values the new values, of datatype 'type' - */ -static void -set_program_uniform(GLcontext *ctx, struct gl_program *program, - GLint index, GLint offset, - GLenum type, GLsizei count, GLint elems, - const void *values) -{ - const struct gl_program_parameter *param = - &program->Parameters->Parameters[index]; - - assert(offset >= 0); - assert(elems >= 1); - assert(elems <= 4); - - if (!compatible_types(type, param->DataType)) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); - return; - } - - if (index + offset > (GLint) program->Parameters->Size) { - /* out of bounds! */ - return; - } - - if (param->Type == PROGRAM_SAMPLER) { - /* This controls which texture unit which is used by a sampler */ - GLboolean changed = GL_FALSE; - GLint i; - - /* this should have been caught by the compatible_types() check */ - ASSERT(type == GL_INT); - - /* loop over number of samplers to change */ - for (i = 0; i < count; i++) { - GLuint sampler = - (GLuint) program->Parameters->ParameterValues[index + offset + i][0]; - GLuint texUnit = ((GLuint *) values)[i]; - - /* check that the sampler (tex unit index) is legal */ - if (texUnit >= ctx->Const.MaxTextureImageUnits) { - _mesa_error(ctx, GL_INVALID_VALUE, - "glUniform1(invalid sampler/tex unit index for '%s')", - param->Name); - return; - } - - /* This maps a sampler to a texture unit: */ - if (sampler < MAX_SAMPLERS) { -#if 0 - printf("Set program %p sampler %d '%s' to unit %u\n", - program, sampler, param->Name, texUnit); -#endif - if (program->SamplerUnits[sampler] != texUnit) { - program->SamplerUnits[sampler] = texUnit; - changed = GL_TRUE; - } - } - } - - if (changed) { - /* When a sampler's value changes it usually requires rewriting - * a GPU program's TEX instructions since there may not be a - * sampler->texture lookup table. We signal this with the - * ProgramStringNotify() callback. - */ - FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); - _mesa_update_shader_textures_used(program); - /* Do we need to care about the return value here? - * This should not be the first time the driver was notified of - * this program. - */ - (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program); - } - } - else { - /* ordinary uniform variable */ - const GLboolean isUniformBool = is_boolean_type(param->DataType); - const GLenum basicType = base_uniform_type(type); - const GLint slots = (param->Size + 3) / 4; - const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); - GLsizei k, i; - - if ((GLint) param->Size > typeSize) { - /* an array */ - /* we'll ignore extra data below */ - } - else { - /* non-array: count must be at most one; count == 0 is handled by the loop below */ - if (count > 1) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniform(uniform '%s' is not an array)", - param->Name); - return; - } - } - - /* loop over number of array elements */ - for (k = 0; k < count; k++) { - GLfloat *uniformVal; - - if (offset + k >= slots) { - /* Extra array data is ignored */ - break; - } - - /* uniformVal (the destination) is always float[4] */ - uniformVal = program->Parameters->ParameterValues[index + offset + k]; - - if (basicType == GL_INT) { - /* convert user's ints to floats */ - const GLint *iValues = ((const GLint *) values) + k * elems; - for (i = 0; i < elems; i++) { - uniformVal[i] = (GLfloat) iValues[i]; - } - } - else if (basicType == GL_UNSIGNED_INT) { - /* convert user's uints to floats */ - const GLuint *iValues = ((const GLuint *) values) + k * elems; - for (i = 0; i < elems; i++) { - uniformVal[i] = (GLfloat) iValues[i]; - } - } - else { - const GLfloat *fValues = ((const GLfloat *) values) + k * elems; - assert(basicType == GL_FLOAT); - for (i = 0; i < elems; i++) { - uniformVal[i] = fValues[i]; - } - } - - /* if the uniform is bool-valued, convert to 1.0 or 0.0 */ - if (isUniformBool) { - for (i = 0; i < elems; i++) { - uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f; - } - } - } - } -} - - -/** - * Called via glUniform*() functions. - */ -void -_mesa_uniform(GLcontext *ctx, struct gl_shader_program *shProg, - GLint location, GLsizei count, - const GLvoid *values, GLenum type) -{ - struct gl_uniform *uniform; - GLint elems, offset; - - if (!shProg || !shProg->LinkStatus) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)"); - return; - } - - if (location == -1) - return; /* The standard specifies this as a no-op */ - - if (location < -1) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location=%d)", - location); - return; - } - - split_location_offset(&location, &offset); - - if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { - _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location=%d)", location); - return; - } - - if (count < 0) { - _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)"); - return; - } - - elems = _mesa_sizeof_glsl_type(type); - - FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); - - uniform = &shProg->Uniforms->Uniforms[location]; - - if (ctx->Shader.Flags & GLSL_UNIFORMS) { - const GLenum basicType = base_uniform_type(type); - GLint i; - printf("Mesa: set program %u uniform %s (loc %d) to: ", - shProg->Name, uniform->Name, location); - if (basicType == GL_INT) { - const GLint *v = (const GLint *) values; - for (i = 0; i < count * elems; i++) { - printf("%d ", v[i]); - } - } - else if (basicType == GL_UNSIGNED_INT) { - const GLuint *v = (const GLuint *) values; - for (i = 0; i < count * elems; i++) { - printf("%u ", v[i]); - } - } - else { - const GLfloat *v = (const GLfloat *) values; - assert(basicType == GL_FLOAT); - for (i = 0; i < count * elems; i++) { - printf("%g ", v[i]); - } - } - printf("\n"); - } - - /* A uniform var may be used by both a vertex shader and a fragment - * shader. We may need to update one or both shader's uniform here: - */ - if (shProg->VertexProgram) { - /* convert uniform location to program parameter index */ - GLint index = uniform->VertPos; - if (index >= 0) { - set_program_uniform(ctx, &shProg->VertexProgram->Base, - index, offset, type, count, elems, values); - } - } - - if (shProg->FragmentProgram) { - /* convert uniform location to program parameter index */ - GLint index = uniform->FragPos; - if (index >= 0) { - set_program_uniform(ctx, &shProg->FragmentProgram->Base, - index, offset, type, count, elems, values); - } - } - - if (shProg->GeometryProgram) { - /* convert uniform location to program parameter index */ - GLint index = uniform->GeomPos; - if (index >= 0) { - set_program_uniform(ctx, &shProg->GeometryProgram->Base, - index, offset, type, count, elems, values); - } - } - - uniform->Initialized = GL_TRUE; -} - - -/** - * Set a matrix-valued program parameter. - */ -static void -set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program, - GLuint index, GLuint offset, - GLuint count, GLuint rows, GLuint cols, - GLboolean transpose, const GLfloat *values) -{ - GLuint mat, row, col; - GLuint src = 0; - const struct gl_program_parameter * param = &program->Parameters->Parameters[index]; - const GLuint slots = (param->Size + 3) / 4; - const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); - GLint nr, nc; - - /* check that the number of rows, columns is correct */ - get_matrix_dims(param->DataType, &nr, &nc); - if (rows != nr || cols != nc) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniformMatrix(matrix size mismatch)"); - return; - } - - if ((GLint) param->Size <= typeSize) { - /* non-array: count must be at most one; count == 0 is handled by the loop below */ - if (count > 1) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniformMatrix(uniform is not an array)"); - return; - } - } - - /* - * Note: the _columns_ of a matrix are stored in program registers, not - * the rows. So, the loops below look a little funny. - * XXX could optimize this a bit... - */ - - /* loop over matrices */ - for (mat = 0; mat < count; mat++) { - - /* each matrix: */ - for (col = 0; col < cols; col++) { - GLfloat *v; - if (offset >= slots) { - /* Ignore writes beyond the end of (the used part of) an array */ - return; - } - v = program->Parameters->ParameterValues[index + offset]; - for (row = 0; row < rows; row++) { - if (transpose) { - v[row] = values[src + row * cols + col]; - } - else { - v[row] = values[src + col * rows + row]; - } - } - - offset++; - } - - src += rows * cols; /* next matrix */ - } -} - - -/** - * Called by glUniformMatrix*() functions. - * Note: cols=2, rows=4 ==> array[2] of vec4 - */ -void -_mesa_uniform_matrix(GLcontext *ctx, struct gl_shader_program *shProg, - GLint cols, GLint rows, - GLint location, GLsizei count, - GLboolean transpose, const GLfloat *values) -{ - struct gl_uniform *uniform; - GLint offset; - - if (!shProg || !shProg->LinkStatus) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniformMatrix(program not linked)"); - return; - } - - if (location == -1) - return; /* The standard specifies this as a no-op */ - - if (location < -1) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)"); - return; - } - - split_location_offset(&location, &offset); - - if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { - _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)"); - return; - } - if (values == NULL) { - _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix"); - return; - } - - FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); - - uniform = &shProg->Uniforms->Uniforms[location]; - - if (shProg->VertexProgram) { - /* convert uniform location to program parameter index */ - GLint index = uniform->VertPos; - if (index >= 0) { - set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base, - index, offset, - count, rows, cols, transpose, values); - } - } - - if (shProg->FragmentProgram) { - /* convert uniform location to program parameter index */ - GLint index = uniform->FragPos; - if (index >= 0) { - set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base, - index, offset, - count, rows, cols, transpose, values); - } - } - - if (shProg->GeometryProgram) { - /* convert uniform location to program parameter index */ - GLint index = uniform->GeomPos; - if (index >= 0) { - set_program_uniform_matrix(ctx, &shProg->GeometryProgram->Base, - index, offset, - count, rows, cols, transpose, values); - } - } - - uniform->Initialized = GL_TRUE; -} - - -void GLAPIENTRY -_mesa_Uniform1fARB(GLint location, GLfloat v0) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_FLOAT); -} - -void GLAPIENTRY -_mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1) -{ - GET_CURRENT_CONTEXT(ctx); - GLfloat v[2]; - v[0] = v0; - v[1] = v1; - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC2); -} - -void GLAPIENTRY -_mesa_Uniform3fARB(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.CurrentProgram, location, 1, v, GL_FLOAT_VEC3); -} - -void GLAPIENTRY -_mesa_Uniform4fARB(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.CurrentProgram, location, 1, v, GL_FLOAT_VEC4); -} - -void GLAPIENTRY -_mesa_Uniform1iARB(GLint location, GLint v0) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_INT); -} - -void GLAPIENTRY -_mesa_Uniform2iARB(GLint location, GLint v0, GLint v1) -{ - GET_CURRENT_CONTEXT(ctx); - GLint v[2]; - v[0] = v0; - v[1] = v1; - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC2); -} - -void GLAPIENTRY -_mesa_Uniform3iARB(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.CurrentProgram, location, 1, v, GL_INT_VEC3); -} - -void GLAPIENTRY -_mesa_Uniform4iARB(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.CurrentProgram, location, 1, v, GL_INT_VEC4); -} - -void GLAPIENTRY -_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT); -} - -void GLAPIENTRY -_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC2); -} - -void GLAPIENTRY -_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC3); -} - -void GLAPIENTRY -_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC4); -} - -void GLAPIENTRY -_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT); -} - -void GLAPIENTRY -_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC2); -} - -void GLAPIENTRY -_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC3); -} - -void GLAPIENTRY -_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC4); -} - - -/** OpenGL 3.0 GLuint-valued functions **/ -void GLAPIENTRY -_mesa_Uniform1ui(GLint location, GLuint v0) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_UNSIGNED_INT); -} - -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.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC2); -} - -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.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC3); -} - -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.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC4); -} - -void GLAPIENTRY -_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT); -} - -void GLAPIENTRY -_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC2); -} - -void GLAPIENTRY -_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC3); -} - -void GLAPIENTRY -_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC4); -} - - - -void GLAPIENTRY -_mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose, - const GLfloat * value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, - 2, 2, location, count, transpose, value); -} - -void GLAPIENTRY -_mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose, - const GLfloat * value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, - 3, 3, location, count, transpose, value); -} - -void GLAPIENTRY -_mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose, - const GLfloat * value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, - 4, 4, location, count, transpose, value); -} - - -/** - * 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.CurrentProgram, - 2, 3, location, count, transpose, value); -} - -void GLAPIENTRY -_mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, - const GLfloat *value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, - 3, 2, location, count, transpose, value); -} - -void GLAPIENTRY -_mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, - const GLfloat *value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, - 2, 4, location, count, transpose, value); -} - -void GLAPIENTRY -_mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, - const GLfloat *value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, - 4, 2, location, count, transpose, value); -} - -void GLAPIENTRY -_mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, - const GLfloat *value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, - 3, 4, location, count, transpose, value); -} - -void GLAPIENTRY -_mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, - const GLfloat *value) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, - 4, 3, location, count, transpose, value); -} - - -void GLAPIENTRY -_mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat *params) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_get_uniformfv(ctx, program, location, params); -} - - -void GLAPIENTRY -_mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_get_uniformiv(ctx, program, location, params); -} - - -GLint GLAPIENTRY -_mesa_GetUniformLocationARB(GLhandleARB 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; - - return _mesa_get_uniform_location(ctx, shProg, name); -} - - -void GLAPIENTRY -_mesa_GetActiveUniformARB(GLhandleARB program, GLuint index, - GLsizei maxLength, GLsizei * length, GLint * size, - GLenum * type, GLcharARB * name) -{ - GET_CURRENT_CONTEXT(ctx); - _mesa_get_active_uniform(ctx, program, index, maxLength, length, size, - type, name); -} - - -/** - * Plug in shader uniform-related functions into API dispatch table. - */ -void -_mesa_init_shader_uniform_dispatch(struct _glapi_table *exec) -{ -#if FEATURE_GL - SET_Uniform1fARB(exec, _mesa_Uniform1fARB); - SET_Uniform2fARB(exec, _mesa_Uniform2fARB); - SET_Uniform3fARB(exec, _mesa_Uniform3fARB); - SET_Uniform4fARB(exec, _mesa_Uniform4fARB); - SET_Uniform1iARB(exec, _mesa_Uniform1iARB); - SET_Uniform2iARB(exec, _mesa_Uniform2iARB); - SET_Uniform3iARB(exec, _mesa_Uniform3iARB); - SET_Uniform4iARB(exec, _mesa_Uniform4iARB); - SET_Uniform1fvARB(exec, _mesa_Uniform1fvARB); - SET_Uniform2fvARB(exec, _mesa_Uniform2fvARB); - SET_Uniform3fvARB(exec, _mesa_Uniform3fvARB); - SET_Uniform4fvARB(exec, _mesa_Uniform4fvARB); - SET_Uniform1ivARB(exec, _mesa_Uniform1ivARB); - SET_Uniform2ivARB(exec, _mesa_Uniform2ivARB); - SET_Uniform3ivARB(exec, _mesa_Uniform3ivARB); - SET_Uniform4ivARB(exec, _mesa_Uniform4ivARB); - SET_UniformMatrix2fvARB(exec, _mesa_UniformMatrix2fvARB); - SET_UniformMatrix3fvARB(exec, _mesa_UniformMatrix3fvARB); - SET_UniformMatrix4fvARB(exec, _mesa_UniformMatrix4fvARB); - - SET_GetActiveUniformARB(exec, _mesa_GetActiveUniformARB); - SET_GetUniformLocationARB(exec, _mesa_GetUniformLocationARB); - SET_GetUniformfvARB(exec, _mesa_GetUniformfvARB); - SET_GetUniformivARB(exec, _mesa_GetUniformivARB); - - /* OpenGL 2.1 */ - SET_UniformMatrix2x3fv(exec, _mesa_UniformMatrix2x3fv); - SET_UniformMatrix3x2fv(exec, _mesa_UniformMatrix3x2fv); - SET_UniformMatrix2x4fv(exec, _mesa_UniformMatrix2x4fv); - SET_UniformMatrix4x2fv(exec, _mesa_UniformMatrix4x2fv); - SET_UniformMatrix3x4fv(exec, _mesa_UniformMatrix3x4fv); - SET_UniformMatrix4x3fv(exec, _mesa_UniformMatrix4x3fv); - - /* OpenGL 3.0 */ - /* XXX finish dispatch */ - (void) _mesa_Uniform1ui; - (void) _mesa_Uniform2ui; - (void) _mesa_Uniform3ui; - (void) _mesa_Uniform4ui; - (void) _mesa_Uniform1uiv; - (void) _mesa_Uniform2uiv; - (void) _mesa_Uniform3uiv; - (void) _mesa_Uniform4uiv; -#endif /* FEATURE_GL */ -} +/*
+ * 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
+ * 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.
+ */
+
+/**
+ * \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 "program/prog_parameter.h"
+#include "program/prog_statevars.h"
+#include "program/prog_uniform.h"
+#include "program/prog_instruction.h"
+
+
+static GLenum
+base_uniform_type(GLenum type)
+{
+ switch (type) {
+#if 0 /* not needed, for now */
+ case GL_BOOL:
+ case GL_BOOL_VEC2:
+ case GL_BOOL_VEC3:
+ case GL_BOOL_VEC4:
+ return GL_BOOL;
+#endif
+ case GL_FLOAT:
+ case GL_FLOAT_VEC2:
+ case GL_FLOAT_VEC3:
+ case GL_FLOAT_VEC4:
+ return GL_FLOAT;
+ case GL_UNSIGNED_INT:
+ case GL_UNSIGNED_INT_VEC2:
+ case GL_UNSIGNED_INT_VEC3:
+ case GL_UNSIGNED_INT_VEC4:
+ return GL_UNSIGNED_INT;
+ case GL_INT:
+ case GL_INT_VEC2:
+ case GL_INT_VEC3:
+ case GL_INT_VEC4:
+ return GL_INT;
+ default:
+ _mesa_problem(NULL, "Invalid type in base_uniform_type()");
+ return GL_FLOAT;
+ }
+}
+
+static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
+ {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
+ {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
+ {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
+};
+
+static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
+ {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
+};
+
+static struct gl_builtin_uniform_element gl_Point_elements[] = {
+ {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
+ {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
+ {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
+ {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
+ {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
+ {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
+ {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
+};
+
+static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
+ {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
+ {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
+ {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
+ {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
+ {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
+};
+
+static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
+ {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
+ {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
+ {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
+ {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
+ {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
+};
+
+static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
+ {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
+ {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
+ {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
+ {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
+ {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
+ {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
+ MAKE_SWIZZLE4(SWIZZLE_X,
+ SWIZZLE_Y,
+ SWIZZLE_Z,
+ SWIZZLE_Z)},
+ {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
+ {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
+ {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
+ {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
+ {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
+ {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
+};
+
+static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
+ {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
+ {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
+ {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
+ {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
+ {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
+ {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
+ {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
+ {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
+ {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
+ {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
+ {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
+ {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
+ {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
+ {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
+ {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
+ {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
+ {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
+ {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_Fog_elements[] = {
+ {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
+ {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
+ {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
+ {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
+ {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
+};
+
+static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
+ {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
+};
+
+#define MATRIX(name, statevar, modifier) \
+ static struct gl_builtin_uniform_element name ## _elements[] = { \
+ { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
+ { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
+ { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
+ { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
+ }
+
+MATRIX(gl_ModelViewMatrix,
+ STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
+MATRIX(gl_ModelViewMatrixInverse,
+ STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
+MATRIX(gl_ModelViewMatrixTranspose,
+ STATE_MODELVIEW_MATRIX, 0);
+MATRIX(gl_ModelViewMatrixInverseTranspose,
+ STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
+
+MATRIX(gl_ProjectionMatrix,
+ STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
+MATRIX(gl_ProjectionMatrixInverse,
+ STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
+MATRIX(gl_ProjectionMatrixTranspose,
+ STATE_PROJECTION_MATRIX, 0);
+MATRIX(gl_ProjectionMatrixInverseTranspose,
+ STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
+
+MATRIX(gl_ModelViewProjectionMatrix,
+ STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
+MATRIX(gl_ModelViewProjectionMatrixInverse,
+ STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
+MATRIX(gl_ModelViewProjectionMatrixTranspose,
+ STATE_MVP_MATRIX, 0);
+MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
+ STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
+
+MATRIX(gl_TextureMatrix,
+ STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
+MATRIX(gl_TextureMatrixInverse,
+ STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
+MATRIX(gl_TextureMatrixTranspose,
+ STATE_TEXTURE_MATRIX, 0);
+MATRIX(gl_TextureMatrixInverseTranspose,
+ STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
+
+static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
+ { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
+ SWIZZLE_XYZW },
+ { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
+ SWIZZLE_XYZW },
+ { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
+ SWIZZLE_XYZW },
+};
+
+#undef MATRIX
+
+#define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
+
+const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
+ STATEVAR(gl_DepthRange),
+ STATEVAR(gl_ClipPlane),
+ STATEVAR(gl_Point),
+ STATEVAR(gl_FrontMaterial),
+ STATEVAR(gl_BackMaterial),
+ STATEVAR(gl_LightSource),
+ STATEVAR(gl_LightModel),
+ STATEVAR(gl_FrontLightModelProduct),
+ STATEVAR(gl_BackLightModelProduct),
+ STATEVAR(gl_FrontLightProduct),
+ STATEVAR(gl_BackLightProduct),
+ STATEVAR(gl_TextureEnvColor),
+ STATEVAR(gl_EyePlaneS),
+ STATEVAR(gl_EyePlaneT),
+ STATEVAR(gl_EyePlaneR),
+ STATEVAR(gl_EyePlaneQ),
+ STATEVAR(gl_ObjectPlaneS),
+ STATEVAR(gl_ObjectPlaneT),
+ STATEVAR(gl_ObjectPlaneR),
+ STATEVAR(gl_ObjectPlaneQ),
+ STATEVAR(gl_Fog),
+
+ STATEVAR(gl_ModelViewMatrix),
+ STATEVAR(gl_ModelViewMatrixInverse),
+ STATEVAR(gl_ModelViewMatrixTranspose),
+ STATEVAR(gl_ModelViewMatrixInverseTranspose),
+
+ STATEVAR(gl_ProjectionMatrix),
+ STATEVAR(gl_ProjectionMatrixInverse),
+ STATEVAR(gl_ProjectionMatrixTranspose),
+ STATEVAR(gl_ProjectionMatrixInverseTranspose),
+
+ STATEVAR(gl_ModelViewProjectionMatrix),
+ STATEVAR(gl_ModelViewProjectionMatrixInverse),
+ STATEVAR(gl_ModelViewProjectionMatrixTranspose),
+ STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
+
+ STATEVAR(gl_TextureMatrix),
+ STATEVAR(gl_TextureMatrixInverse),
+ STATEVAR(gl_TextureMatrixTranspose),
+ STATEVAR(gl_TextureMatrixInverseTranspose),
+
+ STATEVAR(gl_NormalMatrix),
+ STATEVAR(gl_NormalScale),
+
+ {NULL, NULL, 0}
+};
+
+static GLboolean
+is_boolean_type(GLenum type)
+{
+ switch (type) {
+ case GL_BOOL:
+ case GL_BOOL_VEC2:
+ case GL_BOOL_VEC3:
+ case GL_BOOL_VEC4:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+static GLboolean
+is_sampler_type(GLenum type)
+{
+ switch (type) {
+ case GL_SAMPLER_1D:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_3D:
+ case GL_SAMPLER_CUBE:
+ case GL_SAMPLER_1D_SHADOW:
+ case GL_SAMPLER_2D_SHADOW:
+ case GL_SAMPLER_2D_RECT_ARB:
+ case GL_SAMPLER_2D_RECT_SHADOW_ARB:
+ case GL_SAMPLER_1D_ARRAY_EXT:
+ case GL_SAMPLER_2D_ARRAY_EXT:
+ case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
+ case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+static struct gl_program_parameter *
+get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
+{
+ const struct gl_program *prog = NULL;
+ GLint progPos;
+
+ progPos = shProg->Uniforms->Uniforms[index].VertPos;
+ if (progPos >= 0) {
+ prog = &shProg->VertexProgram->Base;
+ }
+ else {
+ progPos = shProg->Uniforms->Uniforms[index].FragPos;
+ if (progPos >= 0) {
+ prog = &shProg->FragmentProgram->Base;
+ } else {
+ progPos = shProg->Uniforms->Uniforms[index].GeomPos;
+ if (progPos >= 0) {
+ prog = &shProg->GeometryProgram->Base;
+ }
+ }
+ }
+
+ if (!prog || progPos < 0)
+ return NULL; /* should never happen */
+
+ return &prog->Parameters->Parameters[progPos];
+}
+
+
+/**
+ * Called by glGetActiveUniform().
+ */
+static void
+_mesa_get_active_uniform(struct gl_context *ctx, GLuint program, GLuint index,
+ GLsizei maxLength, GLsizei *length, GLint *size,
+ GLenum *type, GLchar *nameOut)
+{
+ const struct gl_shader_program *shProg;
+ const struct gl_program *prog = NULL;
+ const struct gl_program_parameter *param;
+ GLint progPos;
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
+ if (!shProg)
+ return;
+
+ if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
+ return;
+ }
+
+ progPos = shProg->Uniforms->Uniforms[index].VertPos;
+ if (progPos >= 0) {
+ prog = &shProg->VertexProgram->Base;
+ }
+ else {
+ progPos = shProg->Uniforms->Uniforms[index].FragPos;
+ if (progPos >= 0) {
+ prog = &shProg->FragmentProgram->Base;
+ } else {
+ progPos = shProg->Uniforms->Uniforms[index].GeomPos;
+ if (progPos >= 0) {
+ prog = &shProg->GeometryProgram->Base;
+ }
+ }
+ }
+
+ if (!prog || progPos < 0)
+ return; /* should never happen */
+
+ ASSERT(progPos < prog->Parameters->NumParameters);
+ param = &prog->Parameters->Parameters[progPos];
+
+ if (nameOut) {
+ _mesa_copy_string(nameOut, maxLength, length, param->Name);
+ }
+
+ if (size) {
+ GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
+ if ((GLint) param->Size > typeSize) {
+ /* This is an array.
+ * Array elements are placed on vector[4] boundaries so they're
+ * a multiple of four floats. We round typeSize up to next multiple
+ * of four to get the right size below.
+ */
+ typeSize = (typeSize + 3) & ~3;
+ }
+ /* Note that the returned size is in units of the <type>, not bytes */
+ *size = param->Size / typeSize;
+ }
+
+ if (type) {
+ *type = param->DataType;
+ }
+}
+
+
+
+static void
+get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
+{
+ switch (type) {
+ case GL_FLOAT_MAT2:
+ *rows = *cols = 2;
+ break;
+ case GL_FLOAT_MAT2x3:
+ *rows = 3;
+ *cols = 2;
+ break;
+ case GL_FLOAT_MAT2x4:
+ *rows = 4;
+ *cols = 2;
+ break;
+ case GL_FLOAT_MAT3:
+ *rows = 3;
+ *cols = 3;
+ break;
+ case GL_FLOAT_MAT3x2:
+ *rows = 2;
+ *cols = 3;
+ break;
+ case GL_FLOAT_MAT3x4:
+ *rows = 4;
+ *cols = 3;
+ break;
+ case GL_FLOAT_MAT4:
+ *rows = 4;
+ *cols = 4;
+ break;
+ case GL_FLOAT_MAT4x2:
+ *rows = 2;
+ *cols = 4;
+ break;
+ case GL_FLOAT_MAT4x3:
+ *rows = 3;
+ *cols = 4;
+ break;
+ default:
+ *rows = *cols = 0;
+ }
+}
+
+
+/**
+ * Determine the number of rows and columns occupied by a uniform
+ * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4),
+ * the number of rows = 1 and cols = number of elements in the vector.
+ */
+static void
+get_uniform_rows_cols(const struct gl_program_parameter *p,
+ GLint *rows, GLint *cols)
+{
+ get_matrix_dims(p->DataType, rows, cols);
+ if (*rows == 0 && *cols == 0) {
+ /* not a matrix type, probably a float or vector */
+ if (p->Size <= 4) {
+ *rows = 1;
+ *cols = p->Size;
+ }
+ else {
+ *rows = p->Size / 4 + 1;
+ if (p->Size % 4 == 0)
+ *cols = 4;
+ else
+ *cols = p->Size % 4;
+ }
+ }
+}
+
+
+/**
+ * Helper for get_uniform[fi]v() functions.
+ * Given a shader program name and uniform location, return a pointer
+ * to the shader program and return the program parameter position.
+ */
+static void
+lookup_uniform_parameter(struct gl_context *ctx, GLuint program, GLint location,
+ struct gl_program **progOut, GLint *paramPosOut)
+{
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v");
+ struct gl_program *prog = NULL;
+ GLint progPos = -1;
+
+ /* if shProg is NULL, we'll have already recorded an error */
+
+ if (shProg) {
+ if (!shProg->Uniforms ||
+ location < 0 ||
+ location >= (GLint) shProg->Uniforms->NumUniforms) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
+ }
+ else {
+ /* OK, find the gl_program and program parameter location */
+ progPos = shProg->Uniforms->Uniforms[location].VertPos;
+ if (progPos >= 0) {
+ prog = &shProg->VertexProgram->Base;
+ }
+ else {
+ progPos = shProg->Uniforms->Uniforms[location].FragPos;
+ if (progPos >= 0) {
+ prog = &shProg->FragmentProgram->Base;
+ } else {
+ progPos = shProg->Uniforms->Uniforms[location].GeomPos;
+ if (progPos >= 0) {
+ prog = &shProg->GeometryProgram->Base;
+ }
+ }
+ }
+ }
+ }
+
+ *progOut = prog;
+ *paramPosOut = progPos;
+}
+
+
+/**
+ * GLGL uniform arrays and structs require special handling.
+ *
+ * The GL_ARB_shader_objects spec says that if you use
+ * glGetUniformLocation to get the location of an array, you CANNOT
+ * access other elements of the array by adding an offset to the
+ * returned location. For example, you must call
+ * glGetUniformLocation("foo[16]") if you want to set the 16th element
+ * of the array with glUniform().
+ *
+ * HOWEVER, some other OpenGL drivers allow accessing array elements
+ * by adding an offset to the returned array location. And some apps
+ * seem to depend on that behaviour.
+ *
+ * Mesa's gl_uniform_list doesn't directly support this since each
+ * entry in the list describes one uniform variable, not one uniform
+ * element. We could insert dummy entries in the list for each array
+ * element after [0] but that causes complications elsewhere.
+ *
+ * We solve this problem by encoding two values in the location that's
+ * returned by glGetUniformLocation():
+ * a) index into gl_uniform_list::Uniforms[] for the uniform
+ * b) an array/field offset (0 for simple types)
+ *
+ * These two values are encoded in the high and low halves of a GLint.
+ * By putting the uniform number in the high part and the offset in the
+ * low part, we can support the unofficial ability to index into arrays
+ * by adding offsets to the location value.
+ */
+static void
+merge_location_offset(GLint *location, GLint offset)
+{
+ *location = (*location << 16) | offset;
+}
+
+
+/**
+ * Separate the uniform location and parameter offset. See above.
+ */
+static void
+split_location_offset(GLint *location, GLint *offset)
+{
+ *offset = *location & 0xffff;
+ *location = *location >> 16;
+}
+
+
+
+/**
+ * Called via glGetUniformfv().
+ */
+static void
+_mesa_get_uniformfv(struct gl_context *ctx, GLuint program, GLint location,
+ GLfloat *params)
+{
+ struct gl_program *prog;
+ GLint paramPos;
+ GLint offset;
+
+ split_location_offset(&location, &offset);
+
+ lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos);
+
+ if (prog) {
+ const struct gl_program_parameter *p =
+ &prog->Parameters->Parameters[paramPos];
+ GLint rows, cols, i, j, k;
+
+ get_uniform_rows_cols(p, &rows, &cols);
+
+ k = 0;
+ for (i = 0; i < rows; i++) {
+ for (j = 0; j < cols; j++ ) {
+ params[k++] = prog->Parameters->ParameterValues[paramPos+i][j];
+ }
+ }
+ }
+}
+
+
+/**
+ * Called via glGetUniformiv().
+ * \sa _mesa_get_uniformfv, only difference is a cast.
+ */
+static void
+_mesa_get_uniformiv(struct gl_context *ctx, GLuint program, GLint location,
+ GLint *params)
+{
+ struct gl_program *prog;
+ GLint paramPos;
+ GLint offset;
+
+ split_location_offset(&location, &offset);
+
+ lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos);
+
+ if (prog) {
+ const struct gl_program_parameter *p =
+ &prog->Parameters->Parameters[paramPos];
+ GLint rows, cols, i, j, k;
+
+ get_uniform_rows_cols(p, &rows, &cols);
+
+ k = 0;
+ for (i = 0; i < rows; i++) {
+ for (j = 0; j < cols; j++ ) {
+ params[k++] = (GLint) prog->Parameters->ParameterValues[paramPos+i][j];
+ }
+ }
+ }
+}
+
+
+/**
+ * Called via glGetUniformuiv().
+ * New in GL_EXT_gpu_shader4, OpenGL 3.0
+ * \sa _mesa_get_uniformfv, only difference is a cast.
+ */
+static void
+_mesa_get_uniformuiv(struct gl_context *ctx, GLuint program, GLint location,
+ GLuint *params)
+{
+ struct gl_program *prog;
+ GLint paramPos;
+ GLint offset;
+
+ split_location_offset(&location, &offset);
+
+ lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos);
+
+ if (prog) {
+ const struct gl_program_parameter *p =
+ &prog->Parameters->Parameters[paramPos];
+ GLint rows, cols, i, j, k;
+
+ get_uniform_rows_cols(p, &rows, &cols);
+
+ k = 0;
+ for (i = 0; i < rows; i++) {
+ for (j = 0; j < cols; j++ ) {
+ params[k++] = (GLuint) prog->Parameters->ParameterValues[paramPos+i][j];
+ }
+ }
+ }
+}
+
+
+/**
+ * Called via glGetUniformLocation().
+ *
+ * The return value will encode two values, the uniform location and an
+ * offset (used for arrays, structs).
+ */
+GLint
+_mesa_get_uniform_location(struct gl_context *ctx, struct gl_shader_program *shProg,
+ const GLchar *name)
+{
+ GLint offset = 0, location = -1;
+
+ if (shProg->LinkStatus == GL_FALSE) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
+ return -1;
+ }
+
+ /* XXX we should return -1 if the uniform was declared, but not
+ * actually used.
+ */
+
+ /* XXX we need to be able to parse uniform names for structs and arrays
+ * such as:
+ * mymatrix[1]
+ * mystruct.field1
+ */
+
+ {
+ /* handle 1-dimension arrays here... */
+ char *c = strchr(name, '[');
+ if (c) {
+ /* truncate name at [ */
+ const GLint len = c - name;
+ GLchar *newName = malloc(len + 1);
+ if (!newName)
+ return -1; /* out of mem */
+ memcpy(newName, name, len);
+ newName[len] = 0;
+
+ location = _mesa_lookup_uniform(shProg->Uniforms, newName);
+ if (location >= 0) {
+ const GLint element = atoi(c + 1);
+ if (element > 0) {
+ /* get type of the uniform array element */
+ struct gl_program_parameter *p;
+ p = get_uniform_parameter(shProg, location);
+ if (p) {
+ GLint rows, cols;
+ get_matrix_dims(p->DataType, &rows, &cols);
+ if (rows < 1)
+ rows = 1;
+ offset = element * rows;
+ }
+ }
+ }
+
+ free(newName);
+ }
+ }
+
+ if (location < 0) {
+ location = _mesa_lookup_uniform(shProg->Uniforms, name);
+ }
+
+ if (location >= 0) {
+ merge_location_offset(&location, offset);
+ }
+
+ return location;
+}
+
+
+
+/**
+ * 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_program *prog)
+{
+ GLuint s;
+
+ memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
+
+ for (s = 0; s < MAX_SAMPLERS; s++) {
+ if (prog->SamplersUsed & (1 << s)) {
+ GLuint unit = prog->SamplerUnits[s];
+ GLuint tgt = prog->SamplerTargets[s];
+ assert(unit < MAX_TEXTURE_IMAGE_UNITS);
+ assert(tgt < NUM_TEXTURE_TARGETS);
+ prog->TexturesUsed[unit] |= (1 << tgt);
+ }
+ }
+}
+
+
+/**
+ * Check if the type given by userType is allowed to set a uniform of the
+ * target type. Generally, equivalence is required, but setting Boolean
+ * uniforms can be done with glUniformiv or glUniformfv.
+ */
+static GLboolean
+compatible_types(GLenum userType, GLenum targetType)
+{
+ if (userType == targetType)
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL && (userType == GL_FLOAT ||
+ userType == GL_UNSIGNED_INT ||
+ userType == GL_INT))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
+ userType == GL_UNSIGNED_INT_VEC2 ||
+ userType == GL_INT_VEC2))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
+ userType == GL_UNSIGNED_INT_VEC3 ||
+ userType == GL_INT_VEC3))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
+ userType == GL_UNSIGNED_INT_VEC4 ||
+ userType == GL_INT_VEC4))
+ return GL_TRUE;
+
+ if (is_sampler_type(targetType) && userType == GL_INT)
+ return GL_TRUE;
+
+ return GL_FALSE;
+}
+
+
+/**
+ * Set the value of a program's uniform variable.
+ * \param program the program whose uniform to update
+ * \param index the index of the program parameter for the uniform
+ * \param offset additional parameter slot offset (for arrays)
+ * \param type the incoming datatype of 'values'
+ * \param count the number of uniforms to set
+ * \param elems number of elements per uniform (1, 2, 3 or 4)
+ * \param values the new values, of datatype 'type'
+ */
+static void
+set_program_uniform(struct gl_context *ctx, struct gl_program *program,
+ GLint index, GLint offset,
+ GLenum type, GLsizei count, GLint elems,
+ const void *values)
+{
+ const struct gl_program_parameter *param =
+ &program->Parameters->Parameters[index];
+
+ assert(offset >= 0);
+ assert(elems >= 1);
+ assert(elems <= 4);
+
+ if (!compatible_types(type, param->DataType)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
+ return;
+ }
+
+ if (index + offset > (GLint) program->Parameters->Size) {
+ /* out of bounds! */
+ return;
+ }
+
+ if (param->Type == PROGRAM_SAMPLER) {
+ /* This controls which texture unit which is used by a sampler */
+ GLboolean changed = GL_FALSE;
+ GLint i;
+
+ /* this should have been caught by the compatible_types() check */
+ ASSERT(type == GL_INT);
+
+ /* loop over number of samplers to change */
+ for (i = 0; i < count; i++) {
+ GLuint sampler =
+ (GLuint) program->Parameters->ParameterValues[index + offset + i][0];
+ GLuint texUnit = ((GLuint *) values)[i];
+
+ /* check that the sampler (tex unit index) is legal */
+ if (texUnit >= ctx->Const.MaxTextureImageUnits) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glUniform1(invalid sampler/tex unit index for '%s')",
+ param->Name);
+ return;
+ }
+
+ /* This maps a sampler to a texture unit: */
+ if (sampler < MAX_SAMPLERS) {
+#if 0
+ printf("Set program %p sampler %d '%s' to unit %u\n",
+ program, sampler, param->Name, texUnit);
+#endif
+ if (program->SamplerUnits[sampler] != texUnit) {
+ program->SamplerUnits[sampler] = texUnit;
+ changed = GL_TRUE;
+ }
+ }
+ }
+
+ if (changed) {
+ /* When a sampler's value changes it usually requires rewriting
+ * a GPU program's TEX instructions since there may not be a
+ * sampler->texture lookup table. We signal this with the
+ * ProgramStringNotify() callback.
+ */
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
+ _mesa_update_shader_textures_used(program);
+ /* Do we need to care about the return value here?
+ * This should not be the first time the driver was notified of
+ * this program.
+ */
+ (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
+ }
+ }
+ else {
+ /* ordinary uniform variable */
+ const GLboolean isUniformBool = is_boolean_type(param->DataType);
+ const GLenum basicType = base_uniform_type(type);
+ const GLint slots = (param->Size + 3) / 4;
+ const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
+ GLsizei k, i;
+
+ if ((GLint) param->Size > typeSize) {
+ /* an array */
+ /* we'll ignore extra data below */
+ }
+ else {
+ /* non-array: count must be at most one; count == 0 is handled by the loop below */
+ if (count > 1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniform(uniform '%s' is not an array)",
+ param->Name);
+ return;
+ }
+ }
+
+ /* loop over number of array elements */
+ for (k = 0; k < count; k++) {
+ GLfloat *uniformVal;
+
+ if (offset + k >= slots) {
+ /* Extra array data is ignored */
+ break;
+ }
+
+ /* uniformVal (the destination) is always float[4] */
+ uniformVal = program->Parameters->ParameterValues[index + offset + k];
+
+ if (basicType == GL_INT) {
+ /* convert user's ints to floats */
+ const GLint *iValues = ((const GLint *) values) + k * elems;
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = (GLfloat) iValues[i];
+ }
+ }
+ else if (basicType == GL_UNSIGNED_INT) {
+ /* convert user's uints to floats */
+ const GLuint *iValues = ((const GLuint *) values) + k * elems;
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = (GLfloat) iValues[i];
+ }
+ }
+ else {
+ const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
+ assert(basicType == GL_FLOAT);
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = fValues[i];
+ }
+ }
+
+ /* if the uniform is bool-valued, convert to 1.0 or 0.0 */
+ if (isUniformBool) {
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
+ }
+ }
+ }
+ }
+}
+
+
+/**
+ * Called via glUniform*() functions.
+ */
+void
+_mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
+ GLint location, GLsizei count,
+ const GLvoid *values, GLenum type)
+{
+ struct gl_uniform *uniform;
+ GLint elems, offset;
+
+ if (!shProg || !shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
+ return;
+ }
+
+ if (location == -1)
+ return; /* The standard specifies this as a no-op */
+
+ if (location < -1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location=%d)",
+ location);
+ return;
+ }
+
+ split_location_offset(&location, &offset);
+
+ if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location=%d)", location);
+ return;
+ }
+
+ if (count < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
+ return;
+ }
+
+ elems = _mesa_sizeof_glsl_type(type);
+
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+
+ uniform = &shProg->Uniforms->Uniforms[location];
+
+ if (ctx->Shader.Flags & GLSL_UNIFORMS) {
+ const GLenum basicType = base_uniform_type(type);
+ GLint i;
+ printf("Mesa: set program %u uniform %s (loc %d) to: ",
+ shProg->Name, uniform->Name, location);
+ if (basicType == GL_INT) {
+ const GLint *v = (const GLint *) values;
+ for (i = 0; i < count * elems; i++) {
+ printf("%d ", v[i]);
+ }
+ }
+ else if (basicType == GL_UNSIGNED_INT) {
+ const GLuint *v = (const GLuint *) values;
+ for (i = 0; i < count * elems; i++) {
+ printf("%u ", v[i]);
+ }
+ }
+ else {
+ const GLfloat *v = (const GLfloat *) values;
+ assert(basicType == GL_FLOAT);
+ for (i = 0; i < count * elems; i++) {
+ printf("%g ", v[i]);
+ }
+ }
+ printf("\n");
+ }
+
+ /* A uniform var may be used by both a vertex shader and a fragment
+ * shader. We may need to update one or both shader's uniform here:
+ */
+ if (shProg->VertexProgram) {
+ /* convert uniform location to program parameter index */
+ GLint index = uniform->VertPos;
+ if (index >= 0) {
+ set_program_uniform(ctx, &shProg->VertexProgram->Base,
+ index, offset, type, count, elems, values);
+ }
+ }
+
+ if (shProg->FragmentProgram) {
+ /* convert uniform location to program parameter index */
+ GLint index = uniform->FragPos;
+ if (index >= 0) {
+ set_program_uniform(ctx, &shProg->FragmentProgram->Base,
+ index, offset, type, count, elems, values);
+ }
+ }
+
+ if (shProg->GeometryProgram) {
+ /* convert uniform location to program parameter index */
+ GLint index = uniform->GeomPos;
+ if (index >= 0) {
+ set_program_uniform(ctx, &shProg->GeometryProgram->Base,
+ index, offset, type, count, elems, values);
+ }
+ }
+
+ uniform->Initialized = GL_TRUE;
+}
+
+
+/**
+ * Set a matrix-valued program parameter.
+ */
+static void
+set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program,
+ GLuint index, GLuint offset,
+ GLuint count, GLuint rows, GLuint cols,
+ GLboolean transpose, const GLfloat *values)
+{
+ GLuint mat, row, col;
+ GLuint src = 0;
+ const struct gl_program_parameter * param = &program->Parameters->Parameters[index];
+ const GLuint slots = (param->Size + 3) / 4;
+ const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
+ GLint nr, nc;
+
+ /* check that the number of rows, columns is correct */
+ get_matrix_dims(param->DataType, &nr, &nc);
+ if (rows != nr || cols != nc) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(matrix size mismatch)");
+ return;
+ }
+
+ if ((GLint) param->Size <= typeSize) {
+ /* non-array: count must be at most one; count == 0 is handled by the loop below */
+ if (count > 1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(uniform is not an array)");
+ return;
+ }
+ }
+
+ /*
+ * Note: the _columns_ of a matrix are stored in program registers, not
+ * the rows. So, the loops below look a little funny.
+ * XXX could optimize this a bit...
+ */
+
+ /* loop over matrices */
+ for (mat = 0; mat < count; mat++) {
+
+ /* each matrix: */
+ for (col = 0; col < cols; col++) {
+ GLfloat *v;
+ if (offset >= slots) {
+ /* Ignore writes beyond the end of (the used part of) an array */
+ return;
+ }
+ v = program->Parameters->ParameterValues[index + offset];
+ for (row = 0; row < rows; row++) {
+ if (transpose) {
+ v[row] = values[src + row * cols + col];
+ }
+ else {
+ v[row] = values[src + col * rows + row];
+ }
+ }
+
+ offset++;
+ }
+
+ src += rows * cols; /* next matrix */
+ }
+}
+
+
+/**
+ * Called by glUniformMatrix*() functions.
+ * Note: cols=2, rows=4 ==> array[2] of vec4
+ */
+void
+_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
+ GLint cols, GLint rows,
+ GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat *values)
+{
+ struct gl_uniform *uniform;
+ GLint offset;
+
+ if (!shProg || !shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(program not linked)");
+ return;
+ }
+
+ if (location == -1)
+ return; /* The standard specifies this as a no-op */
+
+ if (location < -1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
+ return;
+ }
+
+ split_location_offset(&location, &offset);
+
+ if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
+ return;
+ }
+ if (values == NULL) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
+ return;
+ }
+
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+
+ uniform = &shProg->Uniforms->Uniforms[location];
+
+ if (shProg->VertexProgram) {
+ /* convert uniform location to program parameter index */
+ GLint index = uniform->VertPos;
+ if (index >= 0) {
+ set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
+ index, offset,
+ count, rows, cols, transpose, values);
+ }
+ }
+
+ if (shProg->FragmentProgram) {
+ /* convert uniform location to program parameter index */
+ GLint index = uniform->FragPos;
+ if (index >= 0) {
+ set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
+ index, offset,
+ count, rows, cols, transpose, values);
+ }
+ }
+
+ if (shProg->GeometryProgram) {
+ /* convert uniform location to program parameter index */
+ GLint index = uniform->GeomPos;
+ if (index >= 0) {
+ set_program_uniform_matrix(ctx, &shProg->GeometryProgram->Base,
+ index, offset,
+ count, rows, cols, transpose, values);
+ }
+ }
+
+ uniform->Initialized = GL_TRUE;
+}
+
+
+void GLAPIENTRY
+_mesa_Uniform1fARB(GLint location, GLfloat v0)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2fARB(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);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3fARB(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);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4fARB(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, GL_FLOAT_VEC4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1iARB(GLint location, GLint v0)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2iARB(GLint location, GLint v0, GLint v1)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint v[2];
+ v[0] = v0;
+ v[1] = v1;
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint v[3];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint v[4];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC4);
+}
+
+
+/** 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, GL_UNSIGNED_INT);
+}
+
+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, GL_UNSIGNED_INT_VEC2);
+}
+
+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, GL_UNSIGNED_INT_VEC3);
+}
+
+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, GL_UNSIGNED_INT_VEC4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT);
+}
+
+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);
+}
+
+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);
+}
+
+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);
+}
+
+
+
+void GLAPIENTRY
+_mesa_UniformMatrix2fvARB(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);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix3fvARB(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);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix4fvARB(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);
+}
+
+
+/**
+ * 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);
+}
+
+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);
+}
+
+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);
+}
+
+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);
+}
+
+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);
+}
+
+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);
+}
+
+
+void GLAPIENTRY
+_mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat *params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_get_uniformfv(ctx, program, location, params);
+}
+
+
+void GLAPIENTRY
+_mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_get_uniformiv(ctx, program, location, params);
+}
+
+
+/* GL3 */
+void GLAPIENTRY
+_mesa_GetUniformuiv(GLhandleARB program, GLint location, GLuint *params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_get_uniformuiv(ctx, program, location, params);
+}
+
+
+
+GLint GLAPIENTRY
+_mesa_GetUniformLocationARB(GLhandleARB 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;
+
+ return _mesa_get_uniform_location(ctx, shProg, name);
+}
+
+
+void GLAPIENTRY
+_mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
+ GLsizei maxLength, GLsizei * length, GLint * size,
+ GLenum * type, GLcharARB * name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_get_active_uniform(ctx, program, index, maxLength, length, size,
+ type, name);
+}
+
+
+/**
+ * Plug in shader uniform-related functions into API dispatch table.
+ */
+void
+_mesa_init_shader_uniform_dispatch(struct _glapi_table *exec)
+{
+#if FEATURE_GL
+ SET_Uniform1fARB(exec, _mesa_Uniform1fARB);
+ SET_Uniform2fARB(exec, _mesa_Uniform2fARB);
+ SET_Uniform3fARB(exec, _mesa_Uniform3fARB);
+ SET_Uniform4fARB(exec, _mesa_Uniform4fARB);
+ SET_Uniform1iARB(exec, _mesa_Uniform1iARB);
+ SET_Uniform2iARB(exec, _mesa_Uniform2iARB);
+ SET_Uniform3iARB(exec, _mesa_Uniform3iARB);
+ SET_Uniform4iARB(exec, _mesa_Uniform4iARB);
+ SET_Uniform1fvARB(exec, _mesa_Uniform1fvARB);
+ SET_Uniform2fvARB(exec, _mesa_Uniform2fvARB);
+ SET_Uniform3fvARB(exec, _mesa_Uniform3fvARB);
+ SET_Uniform4fvARB(exec, _mesa_Uniform4fvARB);
+ SET_Uniform1ivARB(exec, _mesa_Uniform1ivARB);
+ SET_Uniform2ivARB(exec, _mesa_Uniform2ivARB);
+ SET_Uniform3ivARB(exec, _mesa_Uniform3ivARB);
+ SET_Uniform4ivARB(exec, _mesa_Uniform4ivARB);
+ SET_UniformMatrix2fvARB(exec, _mesa_UniformMatrix2fvARB);
+ SET_UniformMatrix3fvARB(exec, _mesa_UniformMatrix3fvARB);
+ SET_UniformMatrix4fvARB(exec, _mesa_UniformMatrix4fvARB);
+
+ SET_GetActiveUniformARB(exec, _mesa_GetActiveUniformARB);
+ SET_GetUniformLocationARB(exec, _mesa_GetUniformLocationARB);
+ SET_GetUniformfvARB(exec, _mesa_GetUniformfvARB);
+ SET_GetUniformivARB(exec, _mesa_GetUniformivARB);
+
+ /* OpenGL 2.1 */
+ SET_UniformMatrix2x3fv(exec, _mesa_UniformMatrix2x3fv);
+ SET_UniformMatrix3x2fv(exec, _mesa_UniformMatrix3x2fv);
+ SET_UniformMatrix2x4fv(exec, _mesa_UniformMatrix2x4fv);
+ SET_UniformMatrix4x2fv(exec, _mesa_UniformMatrix4x2fv);
+ SET_UniformMatrix3x4fv(exec, _mesa_UniformMatrix3x4fv);
+ SET_UniformMatrix4x3fv(exec, _mesa_UniformMatrix4x3fv);
+
+ /* OpenGL 3.0 */
+ /* XXX finish dispatch */
+ 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);
+
+
+#endif /* FEATURE_GL */
+}
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