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/*
* 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 "ir_uniform.h"
#include "glsl_types.h"
/**
* Update the vertex/fragment program's TexturesUsed array.
*
* This needs to be called after glUniform(set sampler var) is called.
* A call to glUniform(samplerVar, value) causes a sampler to point to a
* particular texture unit. We know the sampler's texture target
* (1D/2D/3D/etc) from compile time but the sampler's texture unit is
* set by glUniform() calls.
*
* So, scan the program->SamplerUnits[] and program->SamplerTargets[]
* information to update the prog->TexturesUsed[] values.
* Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX,
* TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
* We'll use that info for state validation before rendering.
*/
void
_mesa_update_shader_textures_used(struct gl_shader_program *shProg,
struct gl_program *prog)
{
GLuint s;
memcpy(prog->SamplerUnits, shProg->SamplerUnits, sizeof(prog->SamplerUnits));
memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
for (s = 0; s < MAX_SAMPLERS; s++) {
if (prog->SamplersUsed & (1 << s)) {
GLuint unit = shProg->SamplerUnits[s];
GLuint tgt = shProg->SamplerTargets[s];
assert(unit < Elements(prog->TexturesUsed));
assert(tgt < NUM_TEXTURE_TARGETS);
prog->TexturesUsed[unit] |= (1 << tgt);
}
}
}
/**
* Connect a piece of driver storage with a part of a uniform
*
* \param uni The uniform with which the storage will be associated
* \param element_stride Byte-stride between array elements.
* \sa gl_uniform_driver_storage::element_stride.
* \param vector_stride Byte-stride between vectors (in a matrix).
* \sa gl_uniform_driver_storage::vector_stride.
* \param format Conversion from native format to driver format
* required by the driver.
* \param data Location to dump the data.
*/
void
_mesa_uniform_attach_driver_storage(struct gl_uniform_storage *uni,
unsigned element_stride,
unsigned vector_stride,
enum gl_uniform_driver_format format,
void *data)
{
uni->driver_storage = (struct gl_uniform_driver_storage*)
realloc(uni->driver_storage,
sizeof(struct gl_uniform_driver_storage)
* (uni->num_driver_storage + 1));
uni->driver_storage[uni->num_driver_storage].element_stride = element_stride;
uni->driver_storage[uni->num_driver_storage].vector_stride = vector_stride;
uni->driver_storage[uni->num_driver_storage].format = (uint8_t) format;
uni->driver_storage[uni->num_driver_storage].data = data;
uni->num_driver_storage++;
}
/**
* Sever all connections with all pieces of driver storage for all uniforms
*
* \warning
* This function does \b not release any of the \c data pointers
* previously passed in to \c _mesa_uniform_attach_driver_stoarge.
*/
void
_mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage *uni)
{
free(uni->driver_storage);
uni->driver_storage = NULL;
uni->num_driver_storage = 0;
}
void GLAPIENTRY
_mesa_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_GetnUniformfvARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLfloat *params)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_FLOAT, params);
}
void GLAPIENTRY
_mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat *params)
{
_mesa_GetnUniformfvARB(program, location, INT_MAX, params);
}
void GLAPIENTRY
_mesa_GetnUniformivARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_INT, params);
}
void GLAPIENTRY
_mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params)
{
_mesa_GetnUniformivARB(program, location, INT_MAX, params);
}
/* GL3 */
void GLAPIENTRY
_mesa_GetnUniformuivARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLuint *params)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_UINT, params);
}
void GLAPIENTRY
_mesa_GetUniformuiv(GLhandleARB program, GLint location, GLuint *params)
{
_mesa_GetnUniformuivARB(program, location, INT_MAX, params);
}
/* GL4 */
void GLAPIENTRY
_mesa_GetnUniformdvARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLdouble *params)
{
GET_CURRENT_CONTEXT(ctx);
(void) program;
(void) location;
(void) bufSize;
(void) params;
/*
_mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_DOUBLE, params);
*/
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformdvARB"
"(GL_ARB_gpu_shader_fp64 not implemented)");
}
void GLAPIENTRY
_mesa_GetUniformdv(GLhandleARB program, GLint location, GLdouble *params)
{
_mesa_GetnUniformdvARB(program, location, INT_MAX, 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;
/* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
*
* "If program has not been successfully linked, the error
* INVALID_OPERATION is generated."
*/
if (shProg->LinkStatus == GL_FALSE) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetUniformLocation(program not linked)");
return -1;
}
return _mesa_get_uniform_location(ctx, shProg, 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 */
SET_Uniform1uiEXT(exec, _mesa_Uniform1ui);
SET_Uniform2uiEXT(exec, _mesa_Uniform2ui);
SET_Uniform3uiEXT(exec, _mesa_Uniform3ui);
SET_Uniform4uiEXT(exec, _mesa_Uniform4ui);
SET_Uniform1uivEXT(exec, _mesa_Uniform1uiv);
SET_Uniform2uivEXT(exec, _mesa_Uniform2uiv);
SET_Uniform3uivEXT(exec, _mesa_Uniform3uiv);
SET_Uniform4uivEXT(exec, _mesa_Uniform4uiv);
SET_GetUniformuivEXT(exec, _mesa_GetUniformuiv);
/* GL_ARB_robustness */
SET_GetnUniformfvARB(exec, _mesa_GetnUniformfvARB);
SET_GetnUniformivARB(exec, _mesa_GetnUniformivARB);
SET_GetnUniformuivARB(exec, _mesa_GetnUniformuivARB);
SET_GetnUniformdvARB(exec, _mesa_GetnUniformdvARB); /* GL 4.0 */
#endif /* FEATURE_GL */
}
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