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/*
 * 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 OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 * OTHER DEALINGS IN THE SOFTWARE.
 */


#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;

void GLAPIENTRY
_mesa_Uniform1f(GLint, GLfloat);
void GLAPIENTRY
_mesa_Uniform2f(GLint, GLfloat, GLfloat);
void GLAPIENTRY
_mesa_Uniform3f(GLint, GLfloat, GLfloat, GLfloat);
void GLAPIENTRY
_mesa_Uniform4f(GLint, GLfloat, GLfloat, GLfloat, GLfloat);
void GLAPIENTRY
_mesa_Uniform1i(GLint, GLint);
void GLAPIENTRY
_mesa_Uniform2i(GLint, GLint, GLint);
void GLAPIENTRY
_mesa_Uniform3i(GLint, GLint, GLint, GLint);
void GLAPIENTRY
_mesa_Uniform4i(GLint, GLint, GLint, GLint, GLint);
void GLAPIENTRY
_mesa_Uniform1fv(GLint, GLsizei, const GLfloat *);
void GLAPIENTRY
_mesa_Uniform2fv(GLint, GLsizei, const GLfloat *);
void GLAPIENTRY
_mesa_Uniform3fv(GLint, GLsizei, const GLfloat *);
void GLAPIENTRY
_mesa_Uniform4fv(GLint, GLsizei, const GLfloat *);
void GLAPIENTRY
_mesa_Uniform1iv(GLint, GLsizei, const GLint *);
void GLAPIENTRY
_mesa_Uniform2iv(GLint, GLsizei, const GLint *);
void GLAPIENTRY
_mesa_Uniform3iv(GLint, GLsizei, const GLint *);
void GLAPIENTRY
_mesa_Uniform4iv(GLint, GLsizei, const GLint *);
void GLAPIENTRY
_mesa_Uniform1ui(GLint location, GLuint v0);
void GLAPIENTRY
_mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1);
void GLAPIENTRY
_mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
void GLAPIENTRY
_mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void GLAPIENTRY
_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value);
void GLAPIENTRY
_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value);
void GLAPIENTRY
_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value);
void GLAPIENTRY
_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value);
void GLAPIENTRY
_mesa_UniformMatrix2fv(GLint, GLsizei, GLboolean, const GLfloat *);
void GLAPIENTRY
_mesa_UniformMatrix3fv(GLint, GLsizei, GLboolean, const GLfloat *);
void GLAPIENTRY
_mesa_UniformMatrix4fv(GLint, GLsizei, GLboolean, const GLfloat *);
void GLAPIENTRY
_mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
                         const GLfloat *value);
void GLAPIENTRY
_mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
                         const GLfloat *value);
void GLAPIENTRY
_mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
                         const GLfloat *value);
void GLAPIENTRY
_mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
                         const GLfloat *value);
void GLAPIENTRY
_mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
                         const GLfloat *value);
void GLAPIENTRY
_mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
                         const GLfloat *value);
void GLAPIENTRY
_mesa_GetnUniformfvARB(GLhandleARB, GLint, GLsizei, GLfloat *);
void GLAPIENTRY
_mesa_GetUniformfv(GLhandleARB, GLint, GLfloat *);
void GLAPIENTRY
_mesa_GetnUniformivARB(GLhandleARB, GLint, GLsizei, GLint *);
void GLAPIENTRY
_mesa_GetUniformuiv(GLhandleARB, GLint, GLuint *);
void GLAPIENTRY
_mesa_GetnUniformuivARB(GLhandleARB, GLint, GLsizei, GLuint *);
void GLAPIENTRY
_mesa_GetUniformuiv(GLhandleARB program, GLint location, GLuint *params);
void GLAPIENTRY
_mesa_GetnUniformdvARB(GLhandleARB, GLint, GLsizei, GLdouble *);
void GLAPIENTRY
_mesa_GetUniformdv(GLhandleARB, GLint, GLdouble *);
GLint GLAPIENTRY
_mesa_GetUniformLocation(GLhandleARB, const GLcharARB *);
GLuint GLAPIENTRY
_mesa_GetUniformBlockIndex(GLuint program,
			   const GLchar *uniformBlockName);
void GLAPIENTRY
_mesa_GetUniformIndices(GLuint program,
			GLsizei uniformCount,
			const GLchar * const *uniformNames,
			GLuint *uniformIndices);
void GLAPIENTRY
_mesa_UniformBlockBinding(GLuint program,
			  GLuint uniformBlockIndex,
			  GLuint uniformBlockBinding);
void GLAPIENTRY
_mesa_GetActiveUniformBlockiv(GLuint program,
			      GLuint uniformBlockIndex,
			      GLenum pname,
			      GLint *params);
void GLAPIENTRY
_mesa_GetActiveUniformBlockName(GLuint program,
				GLuint uniformBlockIndex,
				GLsizei bufSize,
				GLsizei *length,
				GLchar *uniformBlockName);
void GLAPIENTRY
_mesa_GetActiveUniformName(GLuint program, GLuint uniformIndex,
			   GLsizei bufSize, GLsizei *length,
			   GLchar *uniformName);
void GLAPIENTRY
_mesa_GetActiveUniform(GLhandleARB, GLuint, GLsizei, GLsizei *,
                          GLint *, GLenum *, GLcharARB *);
void GLAPIENTRY
_mesa_GetActiveUniformsiv(GLuint program,
			  GLsizei uniformCount,
			  const GLuint *uniformIndices,
			  GLenum pname,
			  GLint *params);
void GLAPIENTRY
_mesa_GetUniformiv(GLhandleARB, GLint, GLint *);

long
_mesa_parse_program_resource_name(const GLchar *name,
                                  const GLchar **out_base_name_end);

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 const struct gl_program_parameter *
get_uniform_parameter(struct gl_shader_program *shProg, GLint index);

extern void
_mesa_get_uniform_name(const struct gl_uniform_storage *uni,
                       GLsizei maxLength, GLsizei *length,
                       GLchar *nameOut);

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 */