blob: 3bf36274b4ddda3fe30b4a325cf2ecadc4a4dd53 [file] [log] [blame]
/*
* 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(const struct gl_context *ctx,
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;
};
extern const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[];
/**
* \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 */