Example #1
0
void GLSeparableProgram::setUniformVector2f( GLint uniformLocation, const Vector2f& v )
{
    assert( isValid() );
    glProgramUniform2fv( id(), uniformLocation, 1, v );
}
JNIEXPORT void JNICALL Java_org_lwjgl_opengl_GL41_nglProgramUniform2fv(JNIEnv *env, jclass clazz, jint program, jint location, jint count, jlong value, jlong function_pointer) {
	const GLfloat *value_address = (const GLfloat *)(intptr_t)value;
	glProgramUniform2fvPROC glProgramUniform2fv = (glProgramUniform2fvPROC)((intptr_t)function_pointer);
	glProgramUniform2fv(program, location, count, value_address);
}
Example #3
0
void kore::BindUniform::execute(void) {
  if(!_componentUniform) {
    Log::getInstance()->write("[ERROR] Uniform binding undefined");
    return;
  }

  GLerror::gl_ErrorCheckStart();
  switch (_componentUniform->type) {
    case GL_FLOAT_VEC2:
      glProgramUniform2fv(_shaderHandle, _shaderUniform->location, 1,
                          static_cast<GLfloat*>(_componentUniform->data));
      break;
    case GL_FLOAT_VEC3:
      glProgramUniform3fv(_shaderHandle, _shaderUniform->location, 1,
                    static_cast<GLfloat*>(_componentUniform->data));
      break;
    case GL_FLOAT_VEC4:
        glProgramUniform4fv(_shaderHandle, _shaderUniform->location, 1,
                     static_cast<GLfloat*>(_componentUniform->data));
      break;
    case GL_DOUBLE: 
      glProgramUniform1d(_shaderHandle, _shaderUniform->location,
                  *static_cast<GLdouble*>(_componentUniform->data));
    break;
    case GL_DOUBLE_VEC2: 
      glProgramUniform2dv(_shaderHandle, _shaderUniform->location, 1,
                  static_cast<GLdouble*>(_componentUniform->data));
    break;
    case GL_DOUBLE_VEC3: 
      glProgramUniform3dv(_shaderHandle, _shaderUniform->location, 1,
                  static_cast<GLdouble*>(_componentUniform->data));
    break;
    case GL_DOUBLE_VEC4: 
      glProgramUniform4dv(_shaderHandle, _shaderUniform->location, 1,
                   static_cast<GLdouble*>(_componentUniform->data));
    break;
    case GL_BOOL: 
    case GL_INT: 
      glProgramUniform1i(_shaderHandle, _shaderUniform->location,
                  *static_cast<GLint*>(_componentUniform->data));
    break;
    case GL_BOOL_VEC2:
    case GL_INT_VEC2: 
      glProgramUniform2iv(_shaderHandle, _shaderUniform->location, 1,
                   static_cast<GLint*>(_componentUniform->data));
    break;
    case GL_BOOL_VEC3:
    case GL_INT_VEC3: 
      glProgramUniform3iv(_shaderHandle, _shaderUniform->location, 1,
                    static_cast<GLint*>(_componentUniform->data));
    break;
    case GL_BOOL_VEC4:
    case GL_INT_VEC4:
      glProgramUniform4iv(_shaderHandle, _shaderUniform->location, 1,
                   static_cast<GLint*>(_componentUniform->data));
    break;
  case GL_UNSIGNED_INT:
      glProgramUniform1ui(_shaderHandle, _shaderUniform->location,
                  *static_cast<GLuint*>(_componentUniform->data));
  break;
  case GL_UNSIGNED_INT_VEC2:
      glProgramUniform2uiv(_shaderHandle, _shaderUniform->location, 1,
                   static_cast<GLuint*>(_componentUniform->data));
  break;
  case GL_UNSIGNED_INT_VEC3:
    glProgramUniform3uiv(_shaderHandle, _shaderUniform->location, 1,
                  static_cast<GLuint*>(_componentUniform->data));
  break;
  case GL_UNSIGNED_INT_VEC4:
    glProgramUniform4uiv(_shaderHandle, _shaderUniform->location, 1,
                  static_cast<GLuint*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT2:
    glProgramUniformMatrix2fv(_shaderHandle, _shaderUniform->location, 1,
      GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT3: 
    glProgramUniformMatrix3fv(_shaderHandle, _shaderUniform->location, 1,
      GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT4:
    glProgramUniformMatrix4fv(_shaderHandle, _shaderUniform->location, 1,
      GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT2x3: 
    glProgramUniformMatrix2x3fv(_shaderHandle, _shaderUniform->location, 1,
     GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT2x4: 
     glProgramUniformMatrix2x4fv(_shaderHandle, _shaderUniform->location, 1,
                          GL_FALSE,
                          static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT3x2: 
    glProgramUniformMatrix3x2fv(_shaderHandle, _shaderUniform->location, 1,
                          GL_FALSE,
                          static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT3x4: 
    glProgramUniformMatrix3x4fv(_shaderHandle, _shaderUniform->location, 1,
                     GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT4x2: 
    glProgramUniformMatrix4x2fv(_shaderHandle, _shaderUniform->location, 1,
                    GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT4x3: 
      glProgramUniformMatrix3x4fv(_shaderHandle, _shaderUniform->location, 1,
        GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT2: 
    glProgramUniformMatrix2dv(_shaderHandle, _shaderUniform->location, 1,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT3: 
    glProgramUniformMatrix3dv(_shaderHandle, _shaderUniform->location, 1,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT4: 
    glProgramUniformMatrix4dv(_shaderHandle, _shaderUniform->location, 1,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT2x3: 
    glProgramUniformMatrix2x3dv(_shaderHandle, _shaderUniform->location, 1,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT2x4:
    glProgramUniformMatrix2x4dv(_shaderHandle, _shaderUniform->location, 1,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT3x2:
    glProgramUniformMatrix3x2dv(_shaderHandle, _shaderUniform->location, 1,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT3x4:
    glProgramUniformMatrix3x4dv(_shaderHandle, _shaderUniform->location, 1,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT4x2:
    glProgramUniformMatrix4x2dv(_shaderHandle, _shaderUniform->location, 1,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT4x3:
    glProgramUniformMatrix4x3dv(_shaderHandle, _shaderUniform->location, 1,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  // Note(dlazarek): Currently, we handle texture-bindings outside of 
  // Uniform-bindigs for sorting and performance-reasons.
  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_CUBE_SHADOW:
  case GL_SAMPLER_1D_ARRAY:
  case GL_SAMPLER_2D_ARRAY:
  case GL_SAMPLER_1D_ARRAY_SHADOW:
  case GL_SAMPLER_2D_ARRAY_SHADOW:
  case GL_SAMPLER_2D_MULTISAMPLE:
  case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
  case GL_SAMPLER_BUFFER:
  case GL_SAMPLER_2D_RECT:
  case GL_SAMPLER_2D_RECT_SHADOW:
  case GL_INT_SAMPLER_1D:
  case GL_INT_SAMPLER_2D:
  case GL_INT_SAMPLER_3D:
  case GL_INT_SAMPLER_CUBE:
  case GL_INT_SAMPLER_1D_ARRAY:
  case GL_INT_SAMPLER_2D_ARRAY:
  case GL_INT_SAMPLER_2D_MULTISAMPLE:
  case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
  case GL_INT_SAMPLER_BUFFER:
  case GL_INT_SAMPLER_2D_RECT:
  case GL_UNSIGNED_INT_SAMPLER_1D:
  case GL_UNSIGNED_INT_SAMPLER_2D:
  case GL_UNSIGNED_INT_SAMPLER_3D:
  case GL_UNSIGNED_INT_SAMPLER_CUBE:
  case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
  case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
  case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
  case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
  case GL_UNSIGNED_INT_SAMPLER_BUFFER:
  case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
    //glActiveTexture(GL_TEXTURE0 + _componentUniform->texUnit);
    //glProgramUniform1i(_shaderID, _shaderUniform->location, _componentUniform->texUnit);
    kore::Log::getInstance()->write("[ERROR] sampler type was adressed"
                                    "as uniform");
  break;
/*

break;

  case GL_IMAGE_1D: 

break;

  case GL_IMAGE_2D: 

break;

  case GL_IMAGE_3D: 

break;

  case GL_IMAGE_2D_RECT: 

break;

  case GL_IMAGE_CUBE: 

break;

  case GL_IMAGE_BUFFER: 

break;

  case GL_IMAGE_1D_ARRAY: 

break;

  case GL_IMAGE_2D_ARRAY: 

break;

  case GL_IMAGE_2D_MULTISAMPLE: 

break;

  case GL_IMAGE_2D_MULTISAMPLE_ARRAY: 

break;

  case GL_INT_IMAGE_1D: 

break;

  case GL_INT_IMAGE_2D: 

break;

  case GL_INT_IMAGE_3D: 

break;

  case GL_INT_IMAGE_2D_RECT: 

break;

  case GL_INT_IMAGE_CUBE: 

break;

  case GL_INT_IMAGE_BUFFER: 

break;

  case GL_INT_IMAGE_1D_ARRAY: 

break;

  case GL_INT_IMAGE_2D_ARRAY: 

break;

  case GL_INT_IMAGE_2D_MULTISAMPLE: 

break;

  case GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY: 

break;

  case GL_UNSIGNED_INT_IMAGE_1D: 

break;

  case GL_UNSIGNED_INT_IMAGE_2D: 

break;

  case GL_UNSIGNED_INT_IMAGE_3D: 

break;

  case GL_UNSIGNED_INT_IMAGE_2D_RECT: 

break;

  case GL_UNSIGNED_INT_IMAGE_CUBE: 

break;

  case GL_UNSIGNED_INT_IMAGE_BUFFER: 

break;

  case GL_UNSIGNED_INT_IMAGE_1D_ARRAY: 

break;

  case GL_UNSIGNED_INT_IMAGE_2D_ARRAY: 

break;

  case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE: 

break;

  case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:

break; */
    default:
     kore::Log::getInstance()->write("[ERROR] Unknown uniform binding\n");
    break;
  }
  GLerror::gl_ErrorCheckFinish("BindUniformOperation: " +
                                _shaderUniform->name);
}
Example #4
0
void 
VSShaderLib::setUniform(std::string name, void *value) {

	myUniforms u = pUniforms[name];
	switch (u.type) {
	
		// Floats
		case GL_FLOAT: 
			glProgramUniform1fv(pProgram, u.location, u.size, (const GLfloat *)value);
			break;
		case GL_FLOAT_VEC2:  
			glProgramUniform2fv(pProgram, u.location, u.size, (const GLfloat *)value);
			break;
		case GL_FLOAT_VEC3:  
			glProgramUniform3fv(pProgram, u.location, u.size, (const GLfloat *)value);
			break;
		case GL_FLOAT_VEC4:  
			glProgramUniform4fv(pProgram, u.location, u.size, (const GLfloat *)value);
			break;
#ifndef __ANDROID_API__
		// Doubles
		case GL_DOUBLE: 
			glProgramUniform1dv(pProgram, u.location, u.size, (const GLdouble *)value);
			break;
		case GL_DOUBLE_VEC2:  
			glProgramUniform2dv(pProgram, u.location, u.size, (const GLdouble *)value);
			break;
		case GL_DOUBLE_VEC3:  
			glProgramUniform3dv(pProgram, u.location, u.size, (const GLdouble *)value);
			break;
		case GL_DOUBLE_VEC4:  
			glProgramUniform4dv(pProgram, u.location, u.size, (const GLdouble *)value);
			break;
#endif
		// Samplers, Ints and Bools
#ifndef __ANDROID_API__
		case GL_IMAGE_1D :
		case GL_IMAGE_2D_RECT :
		case GL_IMAGE_BUFFER :
		case GL_IMAGE_1D_ARRAY :
		case GL_IMAGE_CUBE_MAP_ARRAY :
		case GL_IMAGE_2D_MULTISAMPLE :
		case GL_IMAGE_2D_MULTISAMPLE_ARRAY :
		case GL_INT_IMAGE_1D :
		case GL_INT_IMAGE_2D_RECT :
		case GL_INT_IMAGE_BUFFER :
		case GL_INT_IMAGE_1D_ARRAY :
		case GL_INT_IMAGE_CUBE_MAP_ARRAY :
		case GL_INT_IMAGE_2D_MULTISAMPLE :
		case GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY :
		case GL_UNSIGNED_INT_IMAGE_1D :
		case GL_UNSIGNED_INT_IMAGE_2D_RECT :
		case GL_UNSIGNED_INT_IMAGE_BUFFER :
		case GL_UNSIGNED_INT_IMAGE_1D_ARRAY :
		case GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY :
		case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE :
		case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY :
#endif
		case GL_IMAGE_2D :
		case GL_IMAGE_3D :
		case GL_IMAGE_CUBE :
		case GL_IMAGE_2D_ARRAY :
		case GL_INT_IMAGE_2D :
		case GL_INT_IMAGE_3D :
		case GL_INT_IMAGE_CUBE :
		case GL_INT_IMAGE_2D_ARRAY :
		case GL_UNSIGNED_INT_IMAGE_2D :
		case GL_UNSIGNED_INT_IMAGE_3D :
		case GL_UNSIGNED_INT_IMAGE_CUBE :
		case GL_UNSIGNED_INT_IMAGE_2D_ARRAY :

#ifndef __ANDROID_API__
		case GL_SAMPLER_1D:
		case GL_SAMPLER_1D_SHADOW:
		case GL_SAMPLER_1D_ARRAY:
		case GL_SAMPLER_1D_ARRAY_SHADOW:
		case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
		case GL_SAMPLER_BUFFER:
		case GL_SAMPLER_2D_RECT:
		case GL_SAMPLER_2D_RECT_SHADOW:
		case GL_INT_SAMPLER_1D:
		case GL_INT_SAMPLER_1D_ARRAY:
		case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
		case GL_INT_SAMPLER_BUFFER:
		case GL_INT_SAMPLER_2D_RECT:
		case GL_UNSIGNED_INT_SAMPLER_1D:
		case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
		case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
		case GL_UNSIGNED_INT_SAMPLER_BUFFER:
		case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
#endif
		case GL_SAMPLER_2D:
		case GL_SAMPLER_3D:
		case GL_SAMPLER_CUBE:
		case GL_SAMPLER_2D_SHADOW:
		case GL_SAMPLER_2D_ARRAY:
		case GL_SAMPLER_2D_ARRAY_SHADOW:
		case GL_SAMPLER_2D_MULTISAMPLE:
		case GL_SAMPLER_CUBE_SHADOW:
		case GL_INT_SAMPLER_2D:
		case GL_INT_SAMPLER_3D:
		case GL_INT_SAMPLER_CUBE:
		case GL_INT_SAMPLER_2D_ARRAY:
		case GL_INT_SAMPLER_2D_MULTISAMPLE:
		case GL_UNSIGNED_INT_SAMPLER_2D:
		case GL_UNSIGNED_INT_SAMPLER_3D:
		case GL_UNSIGNED_INT_SAMPLER_CUBE:
		case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
		case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
		case GL_BOOL:
		case GL_INT : 
			glProgramUniform1iv(pProgram, u.location, u.size, (const GLint *)value);
			break;
		case GL_BOOL_VEC2:
		case GL_INT_VEC2:  
			glProgramUniform2iv(pProgram, u.location, u.size, (const GLint *)value);
			break;
		case GL_BOOL_VEC3:
		case GL_INT_VEC3:  
			glProgramUniform3iv(pProgram, u.location, u.size, (const GLint *)value);
			break;
		case GL_BOOL_VEC4:
		case GL_INT_VEC4:  
			glProgramUniform4iv(pProgram, u.location, u.size, (const GLint *)value);
			break;

		// Unsigned ints
		case GL_UNSIGNED_INT: 
			glProgramUniform1uiv(pProgram, u.location, u.size, (const GLuint *)value);
			break;
		case GL_UNSIGNED_INT_VEC2:  
			glProgramUniform2uiv(pProgram, u.location, u.size, (const GLuint *)value);
			break;
		case GL_UNSIGNED_INT_VEC3:  
			glProgramUniform3uiv(pProgram, u.location, u.size, (const GLuint *)value);
			break;
		case GL_UNSIGNED_INT_VEC4:  
			glProgramUniform4uiv(pProgram, u.location, u.size, (const GLuint *)value);
			break;

		// Float Matrices
		case GL_FLOAT_MAT2:
			glProgramUniformMatrix2fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT3:
			glProgramUniformMatrix3fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT4:
			glProgramUniformMatrix4fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT2x3:
			glProgramUniformMatrix2x3fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT2x4:
			glProgramUniformMatrix2x4fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT3x2:
			glProgramUniformMatrix3x2fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT3x4:
			glProgramUniformMatrix3x4fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT4x2:
			glProgramUniformMatrix4x2fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT4x3:
			glProgramUniformMatrix4x3fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;

#ifndef __ANDROID_API__
        // Double Matrices
		case GL_DOUBLE_MAT2:
			glProgramUniformMatrix2dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT3:
			glProgramUniformMatrix3dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT4:
			glProgramUniformMatrix4dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT2x3:
			glProgramUniformMatrix2x3dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT2x4:
			glProgramUniformMatrix2x4dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT3x2:
			glProgramUniformMatrix3x2dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT3x4:
			glProgramUniformMatrix3x4dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT4x2:
			glProgramUniformMatrix4x2dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT4x3:
			glProgramUniformMatrix4x3dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
#endif
	}
}
void UniformImplementation_SeparateShaderObjectsARB::set(const Program * program, const GLint location, const glm::vec2 & value) const
{
    glProgramUniform2fv(program->id(), location, 1, glm::value_ptr(value));
}
void UniformImplementation_SeparateShaderObjectsARB::set(const Program * program, const GLint location, const std::vector<glm::vec2> & value) const
{
    glProgramUniform2fv(program->id(), location, static_cast<GLint>(value.size()), reinterpret_cast<const float*>(value.data()));
}
Example #7
0
static bool
test_float(const char *version_string)
{
	GLint loc;
	bool pass = true;
	float values[4];
	float got[ARRAY_SIZE(values)];
	GLuint prog;
	static const char subtest_name[] = "float scalar and vectors";
	const char *const shader_strings[] = {
		version_string,
		float_code,
		common_body
	};

	BUILD_SHADER(true);

	/* Try float
	 */
	loc = glGetUniformLocation(prog, "v1");

	random_floats(values, ARRAY_SIZE(values));
	glProgramUniform1f(prog, loc,
			   values[0]);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformfv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_float_values(values, got, 1) && pass;

	random_floats(values, ARRAY_SIZE(values));
	glProgramUniform1fv(prog, loc, 1, values);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformfv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_float_values(values, got, 1) && pass;

	/* Try vec2
	 */
	loc = glGetUniformLocation(prog, "v2");

	random_floats(values, ARRAY_SIZE(values));
	glProgramUniform2f(prog, loc,
			   values[0], values[1]);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformfv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_float_values(values, got, 2) && pass;

	random_floats(values, ARRAY_SIZE(values));
	glProgramUniform2fv(prog, loc, 1, values);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformfv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_float_values(values, got, 2) && pass;

	/* Try vec3
	 */
	loc = glGetUniformLocation(prog, "v3");

	random_floats(values, ARRAY_SIZE(values));
	glProgramUniform3f(prog, loc,
			   values[0], values[1], values[2]);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformfv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_float_values(values, got, 3) && pass;

	random_floats(values, ARRAY_SIZE(values));
	glProgramUniform3fv(prog, loc, 1, values);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformfv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_float_values(values, got, 3) && pass;

	/* Try vec4
	 */
	loc = glGetUniformLocation(prog, "v4");

	random_floats(values, ARRAY_SIZE(values));
	glProgramUniform4f(prog, loc,
			   values[0], values[1], values[2], values[3]);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformfv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_float_values(values, got, 4) && pass;

	random_floats(values, ARRAY_SIZE(values));
	glProgramUniform4fv(prog, loc, 1, values);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformfv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_float_values(values, got, 4) && pass;

	piglit_report_subtest_result(pass ? PIGLIT_PASS : PIGLIT_FAIL,
				     subtest_name);

	glDeleteProgram(prog);
	return pass;
}
	//-----------------------------------------------------------------------
	void GLSLProgramPipeline::updateUniforms(GpuProgramParametersSharedPtr params, 
                                           uint16 mask, GpuProgramType fromProgType)
	{
		// Iterate through uniform reference list and update uniform values
		GLUniformReferenceIterator currentUniform = mGLUniformReferences.begin();
		GLUniformReferenceIterator endUniform = mGLUniformReferences.end();

        // determine if we need to transpose matrices when binding
        int transpose = GL_TRUE;
        if ((fromProgType == GPT_FRAGMENT_PROGRAM && mVertexProgram && (!mVertexProgram->getGLSLProgram()->getColumnMajorMatrices())) ||
            (fromProgType == GPT_VERTEX_PROGRAM && mFragmentProgram && (!mFragmentProgram->getGLSLProgram()->getColumnMajorMatrices())) ||
            (fromProgType == GPT_GEOMETRY_PROGRAM && mGeometryProgram && (!mGeometryProgram->getGLSLProgram()->getColumnMajorMatrices())) ||
            (fromProgType == GPT_HULL_PROGRAM && mHullProgram && (!mHullProgram->getGLSLProgram()->getColumnMajorMatrices())) ||
            (fromProgType == GPT_DOMAIN_PROGRAM && mDomainProgram && (!mDomainProgram->getGLSLProgram()->getColumnMajorMatrices())) ||
            (fromProgType == GPT_COMPUTE_PROGRAM && mComputeProgram && (!mComputeProgram->getGLSLProgram()->getColumnMajorMatrices())))
        {
            transpose = GL_FALSE;
        }

        GLuint progID = 0;
        if(fromProgType == GPT_VERTEX_PROGRAM)
        {
            progID = mVertexProgram->getGLSLProgram()->getGLProgramHandle();
        }
        else if(fromProgType == GPT_FRAGMENT_PROGRAM)
        {
            progID = mFragmentProgram->getGLSLProgram()->getGLProgramHandle();
        }
        else if(fromProgType == GPT_GEOMETRY_PROGRAM)
        {
            progID = mGeometryProgram->getGLSLProgram()->getGLProgramHandle();
        }
        else if(fromProgType == GPT_HULL_PROGRAM)
        {
            progID = mHullProgram->getGLSLProgram()->getGLProgramHandle();
        }
        else if(fromProgType == GPT_DOMAIN_PROGRAM)
        {
            progID = mDomainProgram->getGLSLProgram()->getGLProgramHandle();
        }
        else if(fromProgType == GPT_COMPUTE_PROGRAM)
        {
            progID = mComputeProgram->getGLSLProgram()->getGLProgramHandle();
        }

		for (;currentUniform != endUniform; ++currentUniform)
		{
			// Only pull values from buffer it's supposed to be in (vertex or fragment)
			// This method will be called twice, once for vertex program params, 
			// and once for fragment program params.
			if (fromProgType == currentUniform->mSourceProgType)
			{
				const GpuConstantDefinition* def = currentUniform->mConstantDef;
				if (def->variability & mask)
				{
					GLsizei glArraySize = (GLsizei)def->arraySize;

					// Get the index in the parameter real list
					switch (def->constType)
					{
                        case GCT_FLOAT1:
                            OGRE_CHECK_GL_ERROR(glProgramUniform1fv(progID, currentUniform->mLocation, glArraySize,
                                                                    params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_FLOAT2:
                            OGRE_CHECK_GL_ERROR(glProgramUniform2fv(progID, currentUniform->mLocation, glArraySize, 
                                                                    params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_FLOAT3:
                            OGRE_CHECK_GL_ERROR(glProgramUniform3fv(progID, currentUniform->mLocation, glArraySize,
                                                                    params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_FLOAT4:
                            OGRE_CHECK_GL_ERROR(glProgramUniform4fv(progID, currentUniform->mLocation, glArraySize, 
                                                                    params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_2X2:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2fv(progID, currentUniform->mLocation, glArraySize,
                                                                          transpose, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_3X3:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3fv(progID, currentUniform->mLocation, glArraySize,
                                                                          transpose, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_4X4:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4fv(progID, currentUniform->mLocation, glArraySize, 
                                                                          transpose, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_INT1:
                            OGRE_CHECK_GL_ERROR(glProgramUniform1iv(progID, currentUniform->mLocation, glArraySize,
                                                                    params->getIntPointer(def->physicalIndex)));
                            break;
                        case GCT_INT2:
                            OGRE_CHECK_GL_ERROR(glProgramUniform2iv(progID, currentUniform->mLocation, glArraySize,
                                                                    params->getIntPointer(def->physicalIndex)));
                            break;
                        case GCT_INT3:
                            OGRE_CHECK_GL_ERROR(glProgramUniform3iv(progID, currentUniform->mLocation, glArraySize,
                                                                    params->getIntPointer(def->physicalIndex)));
                            break;
                        case GCT_INT4:
                            OGRE_CHECK_GL_ERROR(glProgramUniform4iv(progID, currentUniform->mLocation, glArraySize, 
                                                                    params->getIntPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_2X3:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2x3fv(progID, currentUniform->mLocation, glArraySize,
                                                                            transpose, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_2X4:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2x4fv(progID, currentUniform->mLocation, glArraySize,
                                                                            transpose, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_3X2:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3x2fv(progID, currentUniform->mLocation, glArraySize,
                                                                            transpose, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_3X4:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3x4fv(progID, currentUniform->mLocation, glArraySize,
                                                                            transpose, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_4X2:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4x2fv(progID, currentUniform->mLocation, glArraySize,
                                                                            transpose, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_4X3:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4x3fv(progID, currentUniform->mLocation, glArraySize,
                                                                            transpose, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_DOUBLE1:
                            OGRE_CHECK_GL_ERROR(glProgramUniform1dv(progID, currentUniform->mLocation, glArraySize,
                                                                    params->getDoublePointer(def->physicalIndex)));
                            break;
                        case GCT_DOUBLE2:
                            OGRE_CHECK_GL_ERROR(glProgramUniform2dv(progID, currentUniform->mLocation, glArraySize,
                                                                    params->getDoublePointer(def->physicalIndex)));
                            break;
                        case GCT_DOUBLE3:
                            OGRE_CHECK_GL_ERROR(glProgramUniform3dv(progID, currentUniform->mLocation, glArraySize,
                                                                    params->getDoublePointer(def->physicalIndex)));
                            break;
                        case GCT_DOUBLE4:
                            OGRE_CHECK_GL_ERROR(glProgramUniform4dv(progID, currentUniform->mLocation, glArraySize,
                                                                    params->getDoublePointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_DOUBLE_2X2:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2dv(progID, currentUniform->mLocation, glArraySize,
                                                                          transpose, params->getDoublePointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_DOUBLE_3X3:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3dv(progID, currentUniform->mLocation, glArraySize,
                                                                          transpose, params->getDoublePointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_DOUBLE_4X4:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4dv(progID, currentUniform->mLocation, glArraySize,
                                                                          transpose, params->getDoublePointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_DOUBLE_2X3:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2x3dv(progID, currentUniform->mLocation, glArraySize,
                                                                            transpose, params->getDoublePointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_DOUBLE_2X4:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2x4dv(progID, currentUniform->mLocation, glArraySize,
                                                                            transpose, params->getDoublePointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_DOUBLE_3X2:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3x2dv(progID, currentUniform->mLocation, glArraySize,
                                                                            transpose, params->getDoublePointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_DOUBLE_3X4:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3x4dv(progID, currentUniform->mLocation, glArraySize,
                                                                            transpose, params->getDoublePointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_DOUBLE_4X2:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4x2dv(progID, currentUniform->mLocation, glArraySize,
                                                                            transpose, params->getDoublePointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_DOUBLE_4X3:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4x3dv(progID, currentUniform->mLocation, glArraySize,
                                                                            transpose, params->getDoublePointer(def->physicalIndex)));
                            break;
                        case GCT_SAMPLER1D:
                        case GCT_SAMPLER1DSHADOW:
                        case GCT_SAMPLER2D:
                        case GCT_SAMPLER2DSHADOW:
                        case GCT_SAMPLER2DARRAY:
                        case GCT_SAMPLER3D:
                        case GCT_SAMPLERCUBE:
                        case GCT_SAMPLERRECT:
                            // Samplers handled like 1-element ints
                            OGRE_CHECK_GL_ERROR(glProgramUniform1iv(progID, currentUniform->mLocation, 1,
                                                                    params->getIntPointer(def->physicalIndex)));
                            break;
                        case GCT_UNKNOWN:
                        case GCT_SUBROUTINE:
                            break;
                            
					} // End switch
				} // Variability & mask
			} // fromProgType == currentUniform->mSourceProgType
            
  		} // End for
	}
Example #9
0
	void OGL4ShaderProgram::SetParameterVector(ParameterID param, const math::Vector2& value)
	{
		glProgramUniform2fv(m_program, (GLint)param, 1, value.v);
	}