/* * Mesa 3-D graphics library * * Copyright (C) 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 * THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef UNIFORMS_H #define UNIFORMS_H #include "glheader.h" #include "program/prog_parameter.h" #include "../glsl/glsl_types.h" #include "../glsl/ir_uniform.h" #ifdef __cplusplus extern "C" { #endif struct gl_program; struct _glapi_table; extern void GLAPIENTRY _mesa_Uniform1fARB(GLint, GLfloat); extern void GLAPIENTRY _mesa_Uniform2fARB(GLint, GLfloat, GLfloat); extern void GLAPIENTRY _mesa_Uniform3fARB(GLint, GLfloat, GLfloat, GLfloat); extern void GLAPIENTRY _mesa_Uniform4fARB(GLint, GLfloat, GLfloat, GLfloat, GLfloat); extern void GLAPIENTRY _mesa_Uniform1iARB(GLint, GLint); extern void GLAPIENTRY _mesa_Uniform2iARB(GLint, GLint, GLint); extern void GLAPIENTRY _mesa_Uniform3iARB(GLint, GLint, GLint, GLint); extern void GLAPIENTRY _mesa_Uniform4iARB(GLint, GLint, GLint, GLint, GLint); extern void GLAPIENTRY _mesa_Uniform1fvARB(GLint, GLsizei, const GLfloat *); extern void GLAPIENTRY _mesa_Uniform2fvARB(GLint, GLsizei, const GLfloat *); extern void GLAPIENTRY _mesa_Uniform3fvARB(GLint, GLsizei, const GLfloat *); extern void GLAPIENTRY _mesa_Uniform4fvARB(GLint, GLsizei, const GLfloat *); extern void GLAPIENTRY _mesa_Uniform1ivARB(GLint, GLsizei, const GLint *); extern void GLAPIENTRY _mesa_Uniform2ivARB(GLint, GLsizei, const GLint *); extern void GLAPIENTRY _mesa_Uniform3ivARB(GLint, GLsizei, const GLint *); extern void GLAPIENTRY _mesa_Uniform4ivARB(GLint, GLsizei, const GLint *); extern void GLAPIENTRY _mesa_Uniform1ui(GLint location, GLuint v0); extern void GLAPIENTRY _mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1); extern void GLAPIENTRY _mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); extern void GLAPIENTRY _mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); extern void GLAPIENTRY _mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value); extern void GLAPIENTRY _mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value); extern void GLAPIENTRY _mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value); extern void GLAPIENTRY _mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value); extern void GLAPIENTRY _mesa_UniformMatrix2fvARB(GLint, GLsizei, GLboolean, const GLfloat *); extern void GLAPIENTRY _mesa_UniformMatrix3fvARB(GLint, GLsizei, GLboolean, const GLfloat *); extern void GLAPIENTRY _mesa_UniformMatrix4fvARB(GLint, GLsizei, GLboolean, const GLfloat *); extern void GLAPIENTRY _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); extern void GLAPIENTRY _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); extern void GLAPIENTRY _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); extern void GLAPIENTRY _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); extern void GLAPIENTRY _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); extern void GLAPIENTRY _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); extern void GLAPIENTRY _mesa_GetActiveUniformARB(GLhandleARB, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLcharARB *); extern void GLAPIENTRY _mesa_GetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); extern void GLAPIENTRY _mesa_GetUniformfvARB(GLhandleARB, GLint, GLfloat *); extern void GLAPIENTRY _mesa_GetnUniformfvARB(GLhandleARB, GLint, GLsizei, GLfloat *); extern void GLAPIENTRY _mesa_GetUniformivARB(GLhandleARB, GLint, GLint *); extern void GLAPIENTRY _mesa_GetnUniformivARB(GLhandleARB, GLint, GLsizei, GLint *); extern void GLAPIENTRY _mesa_GetUniformuiv(GLhandleARB, GLint, GLuint *); extern void GLAPIENTRY _mesa_GetnUniformuivARB(GLhandleARB, GLint, GLsizei, GLuint *); extern void GLAPIENTRY _mesa_GetUniformdv(GLhandleARB, GLint, GLdouble *); extern void GLAPIENTRY _mesa_GetnUniformdvARB(GLhandleARB, GLint, GLsizei, GLdouble *); extern GLint GLAPIENTRY _mesa_GetUniformLocationARB(GLhandleARB, const GLcharARB *); unsigned _mesa_get_uniform_location(struct gl_context *ctx, struct gl_shader_program *shProg, const GLchar *name, unsigned *offset); void _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shader_program, GLint location, GLsizei count, const GLvoid *values, GLenum type); void _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, GLuint cols, GLuint rows, GLint location, GLsizei count, GLboolean transpose, const GLfloat *values); void _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location, GLsizei bufSize, enum glsl_base_type returnType, GLvoid *paramsOut); extern void _mesa_uniform_attach_driver_storage(struct gl_uniform_storage *, unsigned element_stride, unsigned vector_stride, enum gl_uniform_driver_format format, void *data); extern void _mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage *uni); extern void _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni, unsigned array_index, unsigned count); extern void _mesa_update_shader_textures_used(struct gl_shader_program *shProg, struct gl_program *prog); extern bool _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg, char *errMsg, size_t errMsgLength); extern void _mesa_init_shader_uniform_dispatch(struct _glapi_table *exec); extern const struct gl_program_parameter * get_uniform_parameter(struct gl_shader_program *shProg, GLint index); struct gl_builtin_uniform_element { const char *field; int tokens[STATE_LENGTH]; int swizzle; }; struct gl_builtin_uniform_desc { const char *name; struct gl_builtin_uniform_element *elements; unsigned int num_elements; }; /** * \name GLSL 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. */ /*@{*/ /** * Combine the uniform's base location and the offset */ static inline GLint _mesa_uniform_merge_location_offset(unsigned base_location, unsigned offset) { return (base_location << 16) | offset; } /** * Separate the uniform base location and parameter offset */ static inline void _mesa_uniform_split_location_offset(GLint location, unsigned *base_location, unsigned *offset) { *offset = location & 0xffff; *base_location = location >> 16; } /*@}*/ #ifdef __cplusplus } #endif #endif /* UNIFORMS_H */