コード例 #1
0
		void Uniform4uiv(
			const GLint Location,
			const GLsizei Count,
			const GLuint* const Value)
		{
			glUniform4uiv(Location, Count, Value);
		}
コード例 #2
0
 inline void VL_glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
 {
   if (glUniform4uiv)
     glUniform4uiv(location, count, value);
   else
   if (glUniform4uivEXT)
     glUniform4uivEXT(location, count, value);
   else
     VL_UNSUPPORTED_FUNC();
 }
コード例 #3
0
ファイル: shader.cpp プロジェクト: sainteos/project-spero
 void Shader::setUniform<glm::uvec4>(const std::string& name, const glm::uvec4& data) {
   int prev_bound_program;
   glGetIntegerv(GL_CURRENT_PROGRAM, &prev_bound_program);
   if(name_to_location.count(name) == 0) {
     throw Exceptions::InvalidUniformNameException(name);
   }
   if(prev_bound_program != program_object)
     useProgram();
   glUniform4uiv(name_to_location[name], 1, glm::value_ptr(data));
   if(prev_bound_program != program_object)
     glUseProgram(prev_bound_program);
 }
コード例 #4
0
ファイル: teatime.c プロジェクト: stealthylabs/teatime
int teatime_run_program(teatime_t *obj, const uint32_t ikey[4], uint32_t rounds)
{
    if (obj && obj->program > 0) {
        int rc = 0;
        do {
            glUseProgram(obj->program);
            TEATIME_BREAKONERROR(glUseProgram, rc);
            glActiveTexture(GL_TEXTURE0);	
            TEATIME_BREAKONERROR(glActiveTexture, rc);
            glBindTexture(GL_TEXTURE_2D, obj->itexid);
            TEATIME_BREAKONERROR(glBindTexture, rc);
            glUniform1i(obj->locn_input, 0);
            TEATIME_BREAKONERROR(glUniform1i, rc);
            glActiveTexture(GL_TEXTURE1);	
            TEATIME_BREAKONERROR(glActiveTexture, rc);
            glBindTexture(GL_TEXTURE_2D, obj->otexid);
            TEATIME_BREAKONERROR(glBindTexture, rc);
            glUniform1i(obj->locn_output, 1);
            TEATIME_BREAKONERROR(glUniform1i, rc);
            glUniform4uiv(obj->locn_key, 1, ikey);
            TEATIME_BREAKONERROR(glUniform1uiv, rc);
            glUniform1ui(obj->locn_rounds, rounds);
            TEATIME_BREAKONERROR(glUniform1ui, rc);
            glFinish();
            glPolygonMode(GL_FRONT, GL_FILL);
            /* render */
            glBegin(GL_QUADS);
                glTexCoord2i(0, 0);
                glVertex2i(0, 0);
                //glTexCoord2i(obj->tex_size, 0);
                glTexCoord2i(1, 0);
                glVertex2i(obj->tex_size, 0);
                //glTexCoord2i(obj->tex_size, obj->tex_size);
                glTexCoord2i(1, 1);
                glVertex2i(obj->tex_size, obj->tex_size);
                glTexCoord2i(0, 1);
                //glTexCoord2i(0, obj->tex_size);
                glVertex2i(0, obj->tex_size);
            glEnd();
            glFinish();
            TEATIME_BREAKONERROR_FB(Rendering, rc);
            TEATIME_BREAKONERROR(Rendering, rc);
            rc = 0;
        } while (0);
        return rc;
    }
    return -EINVAL;
}
コード例 #5
0
ファイル: Shader.cpp プロジェクト: kmclarnon/Tranquility
bool Shader::setShaderUniform(const std::string &name, GLsizei uniSize, GLsizei len, const GLuint *value)
{
    GLint loc;
    if(!this->getUniformLoc(name, loc))
        return false;

    switch(uniSize)
    {
    case 1: glUniform1uiv(loc, len, value); break;
    case 2: glUniform2uiv(loc, len, value);break;
    case 3: glUniform3uiv(loc, len, value);break;
    case 4: glUniform4uiv(loc, len, value);break;
    default: return false;
    }

    return true;
}
コード例 #6
0
ファイル: Shader.cpp プロジェクト: joewan/fury3d
	void Shader::BindUInt(const std::string &name, int size, int count, const unsigned int *value)
	{
		int id = GetUniformLocation(name);
		if (id == -1) return;

		switch (size)
		{
		case 1:
			glUniform1uiv(id, count, value);
			break;
		case 2:
			glUniform2uiv(id, count, value);
			break;
		case 3:
			glUniform3uiv(id, count, value);
			break;
		case 4:
			glUniform4uiv(id, count, value);
			break;
		default:
			FURYW << "Incorrect unfirom size!";
			break;
		}
	}
コード例 #7
0
void UniformImplementation_Legacy::set(const Program * program, const GLint location, const std::vector<glm::uvec4> & value) const
{
    program->use();
    glUniform4uiv(location, static_cast<GLint>(value.size()), reinterpret_cast<const unsigned*>(value.data()));
}
コード例 #8
0
ファイル: formats.c プロジェクト: ThirteenFish/piglit
enum piglit_result
test_format(int format_index)
{
	const struct format *format = &formats[format_index];
	GLuint tex, bo;
	bool is_rg = (format->channels == R ||
		      format->channels == RG);
	bool is_arb = (format->channels == I ||
		       format->channels == L ||
		       format->channels == LA ||
		       format->channels == A);
	bool is_rgb32 = (format->channels == RGB);
	bool pass = true;
	int data_components, num_samples;
	int i;
	bool returns_float = (format->norm ||
			      format->type == GL_FLOAT ||
			      format->type == GL_HALF_FLOAT);
	bool returns_int = (!format->norm &&
			    (format->type == GL_BYTE ||
			     format->type == GL_SHORT ||
			     format->type == GL_INT));
	bool returns_uint = (!format->norm &&
			     (format->type == GL_UNSIGNED_BYTE ||
			      format->type == GL_UNSIGNED_SHORT ||
			      format->type == GL_UNSIGNED_INT));
	struct program *prog;

	if (returns_float)
		prog = &prog_f;
	else if (returns_int)
		prog = &prog_i;
	else
		prog = &prog_u;

	glUseProgram(prog->prog);

	if (test_arb != is_arb)
		return PIGLIT_SKIP;

	if (is_rgb32 && !test_rgb32)
		return PIGLIT_SKIP;

	/* These didn't exist in the extension before being promoted to
	 * GL 3.1.
	 */
	if (is_rg && piglit_get_gl_version() < 31)
		return PIGLIT_SKIP;

	printf("Testing %s\n", piglit_get_gl_enum_name(format->format));

	glGenBuffers(1, &bo);
	glBindBuffer(GL_TEXTURE_BUFFER, bo);

	glGenTextures(1, &tex);
	glBindTexture(GL_TEXTURE_BUFFER, tex);

	glTexBuffer(GL_TEXTURE_BUFFER, format->format, bo);

	switch (format->type) {
	case GL_BYTE:
	case GL_UNSIGNED_BYTE:
		glBufferData(GL_TEXTURE_BUFFER, sizeof(uint8_data), uint8_data,
			     GL_STATIC_READ);
		data_components = ARRAY_SIZE(uint8_data);
		break;

	case GL_SHORT:
	case GL_UNSIGNED_SHORT:
		glBufferData(GL_TEXTURE_BUFFER, sizeof(uint16_data),
			     uint16_data, GL_STATIC_READ);
		data_components = ARRAY_SIZE(uint16_data);
		break;

	case GL_INT:
	case GL_UNSIGNED_INT:
		glBufferData(GL_TEXTURE_BUFFER, sizeof(uint32_data),
			     uint32_data, GL_STATIC_READ);
		data_components = ARRAY_SIZE(uint32_data);
		break;

	case GL_FLOAT:
		glBufferData(GL_TEXTURE_BUFFER, sizeof(float_data), float_data,
			     GL_STATIC_READ);
		data_components = ARRAY_SIZE(float_data);
		break;

	case GL_HALF_FLOAT: {
		unsigned short hf_data[ARRAY_SIZE(float_data)];
		for (i = 0; i < ARRAY_SIZE(float_data); i++) {
			hf_data[i] = piglit_half_from_float(float_data[i]);
		}
		glBufferData(GL_TEXTURE_BUFFER, sizeof(hf_data), hf_data,
			     GL_STATIC_READ);
		data_components = ARRAY_SIZE(float_data);

		break;
	}

	default:
		printf("line %d, bad type: %s\n", __LINE__,
		       piglit_get_gl_enum_name(format->type));
		return PIGLIT_SKIP;
	}

	num_samples = data_components / format->components;

	for (i = 0; i < num_samples; i++) {
		float x1 = 5 + i * 10;
		float x2 = 10 + i * 10;
		float y1 = piglit_height - (5 + y_index * 10);
		float y2 = piglit_height - (10 + y_index * 10);
		GLfloat verts[8] = {
			transform_x(x1), transform_y(y1),
			transform_x(x2), transform_y(y1),
			transform_x(x2), transform_y(y2),
			transform_x(x1), transform_y(y2),
		};
		float expected_f[4];
		uint32_t expected_i[4];
		const float green[4] = {0, 1, 0, 0};

		if (returns_float) {
			if (!get_expected_f(format, i, expected_f))
				return PIGLIT_SKIP;
			glUniform4fv(prog->expected_location, 1, expected_f);
		} else {
			if (!get_expected_i(format, i, expected_i))
				return PIGLIT_SKIP;
			if (returns_uint) {
				glUniform4uiv(prog->expected_location, 1,
					      expected_i);
			} else {
				glUniform4iv(prog->expected_location, 1,
					     (int *)expected_i);
			}
		}

		glUniform1i(prog->pos_location, i);

		glBufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
			     GL_STREAM_DRAW);
		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

		if (pass &&
		    !piglit_probe_rect_rgba(x1, y2,
					    x2 - x1, y1 - y2, green)) {
			if (returns_int) {
				printf("     Texel: %d %d %d %d\n",
				       expected_i[0], expected_i[1],
				       expected_i[2], expected_i[3]);
			} else if (returns_uint) {
				printf("     Texel: %u %u %u %u\n",
				       expected_i[0], expected_i[1],
				       expected_i[2], expected_i[3]);
			} else {
				printf("     Texel: %f %f %f %f\n",
				       expected_f[0], expected_f[1],
				       expected_f[2], expected_f[3]);
			}
			pass = false;
		}
	}

	glDeleteBuffers(1, &bo);
	glDeleteTextures(1, &tex);

	glUseProgram(0);
	y_index++;

	piglit_report_subtest_result(pass ? PIGLIT_PASS : PIGLIT_FAIL,
				     "%s", piglit_get_gl_enum_name(format->format));
	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
コード例 #9
0
ファイル: sst.c プロジェクト: stevely/SST
/*
 * Sets the given uniform variable to the given value.
 */
void sstSetUniformData( sstProgram *program, char *name, GLvoid *data ) {
    uniform *un;
    int i;
    /* Find our data */
    for( i = 0; i < program->un_count; i++ ) {
        un = &program->uniforms[i];
        if( strcmp(un->name, name) == 0 ) {
            break;
        }
    }
    /* Lookup failure */
    if( i >= program->un_count ) {
        printf("WARN: Uniform variable [%s] does not exist!\n", name);
        return;
    }
    switch( un->first ) {
    case 1:
        switch( un->type ) {
        case GL_FLOAT:
            glUniform1fv(un->location, un->count, (const GLfloat*)data);
            return;
        case GL_INT:
            glUniform1iv(un->location, un->count, (const GLint*)data);
            return;
        case GL_UNSIGNED_INT:
            glUniform1uiv(un->location, un->count, (const GLuint*)data);
            return;
        default:
            printf("WARN: Invalid type for uniform value [%s]!\n", name);
            return;
        }
    case 2:
        switch( un->second ) {
        case 0:
        case 1:
            switch( un->type ) {
            case GL_FLOAT:
                glUniform2fv(un->location, un->count, (const GLfloat*)data);
                return;
            case GL_INT:
                glUniform2iv(un->location, un->count, (const GLint*)data);
                return;
            case GL_UNSIGNED_INT:
                glUniform2uiv(un->location, un->count, (const GLuint*)data);
                return;
            default:
                printf("WARN: Invalid type for uniform value [%s]!\n", name);
                return;
            }
        case 2:
            glUniformMatrix2fv(un->location, un->count, un->transpose,
                               (const GLfloat*)data);
            return;
        case 3:
            glUniformMatrix2x3fv(un->location, un->count, un->transpose,
                                 (const GLfloat*)data);
            return;
        case 4:
            glUniformMatrix2x4fv(un->location, un->count, un->transpose,
                                 (const GLfloat*)data);
            return;
        default:
            printf("WARN: Invalid second matrix component: %d!\n", un->second);
            return;
        }
    case 3:
        switch( un->second ) {
        case 0:
        case 1:
            switch( un->type ) {
            case GL_FLOAT:
                glUniform3fv(un->location, un->count, (const GLfloat*)data);
                return;
            case GL_INT:
                glUniform3iv(un->location, un->count, (const GLint*)data);
                return;
            case GL_UNSIGNED_INT:
                glUniform3uiv(un->location, un->count, (const GLuint*)data);
                return;
            default:
                printf("WARN: Invalid type for uniform value [%s]!\n", name);
                return;
            }
        case 2:
            glUniformMatrix3x2fv(un->location, un->count, un->transpose,
                                 (const GLfloat*)data);
            return;
        case 3:
            glUniformMatrix3fv(un->location, un->count, un->transpose,
                               (const GLfloat*)data);
            return;
        case 4:
            glUniformMatrix3x4fv(un->location, un->count, un->transpose,
                                 (const GLfloat*)data);
            return;
        default:
            printf("WARN: Invalid second matrix component: %d!\n", un->second);
            return;
        }
    case 4:
        switch( un->second ) {
        case 0:
        case 1:
            switch( un->type ) {
            case GL_FLOAT:
                glUniform4fv(un->location, un->count, (const GLfloat*)data);
                return;
            case GL_INT:
                glUniform4iv(un->location, un->count, (const GLint*)data);
                return;
            case GL_UNSIGNED_INT:
                glUniform4uiv(un->location, un->count, (const GLuint*)data);
                return;
            default:
                printf("WARN: Invalid type for uniform value [%s]!\n", name);
                return;
            }
        case 2:
            glUniformMatrix4x2fv(un->location, un->count, un->transpose,
                                 (const GLfloat*)data);
            return;
        case 3:
            glUniformMatrix4x3fv(un->location, un->count, un->transpose,
                                 (const GLfloat*)data);
            return;
        case 4:
            glUniformMatrix4fv(un->location, un->count, un->transpose,
                               (const GLfloat*)data);
            return;
        default:
            printf("WARN: Invalid second matrix component: %d!\n", un->second);
            return;
        }
    default:
        printf("WARN: Invalid first matrix component: %d!\n", un->first);
        return;
    }
}
コード例 #10
0
ファイル: vertexattribipointer.c プロジェクト: aphogat/piglit
/*
 * Test glVertexAttribIArray(type, size, normalized)
 */
static bool
test_array(GLenum type, GLuint size)
{
	static const GLfloat verts[4][2] = {
		{ -1.0, -1.0 },
		{ 1.0, -1.0 },
		{ 1.0, 1.0 },
		{ -1.0, 1.0 }
	};
	static const GLfloat green[4] = { 0.0, 1.0, 0.0, 0.0 };
	GLubyte attr_buffer[4 * 4 * sizeof(GLuint)];
	int typeSize;
	const void *data;
	GLint expected[4];
	int i, p;

	switch (type) {
	case GL_BYTE:
		typeSize = sizeof(GLbyte);
		data = byte4_data;
		for (i = 0; i < 4; i++)
			expected[i] = byte4_data[i];
		break;
	case GL_UNSIGNED_BYTE:
		typeSize = sizeof(GLubyte);
		data = ubyte4_data;
		for (i = 0; i < 4; i++)
			expected[i] = ubyte4_data[i];
		break;
	case GL_SHORT:
		typeSize = sizeof(GLshort);
		data = short4_data;
		for (i = 0; i < 4; i++)
			expected[i] = short4_data[i];
		break;
	case GL_UNSIGNED_SHORT:
		typeSize = sizeof(GLushort);
		data = ushort4_data;
		for (i = 0; i < 4; i++)
			expected[i] = ushort4_data[i];
		break;
	case GL_INT:
		typeSize = sizeof(GLint);
		data = int4_data;
		for (i = 0; i < 4; i++)
			expected[i] = int4_data[i];
		break;
	case GL_UNSIGNED_INT:
		typeSize = sizeof(GLuint);
		data = uint4_data;
		for (i = 0; i < 4; i++)
			expected[i] = uint4_data[i];
		break;
	default:
		assert(0);
		typeSize = sizeof(GLint);
	}

	/* set unused components to defaults */
	switch (size) {
	case 1:
		expected[1] = 0;
	case 2:
		expected[2] = 0;
	case 3:
		expected[3] = 1;
	}

	/* Setup the attribute buffer by making four copies of the
	 * test's array data (for the four vertices).
	 */
	{
		int i, sz = typeSize * size;
		for (i = 0; i < 4; i++) {
			memcpy(attr_buffer + i * sz, data, sz);
		}		       
	}

	/* We set up both the signed and unsigned int attribute arrays to
	 * point to the same vertex data.
	 */
	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
	glEnableVertexAttribArray(0);
	glVertexAttribIPointer(Attr_i, size, type, 0, attr_buffer);
	glEnableVertexAttribArray(Attr_i);
	glVertexAttribIPointer(Attr_u, size, type, 0, attr_buffer);
	glEnableVertexAttribArray(Attr_u);

	glViewport(0, 0, piglit_width, piglit_height);
	glClearColor(1,0,0,0);
	glClear(GL_COLOR_BUFFER_BIT);

	/* The same value is expected for the signed and unsigned attributes */
	glUniform4iv(ExpectedUniform_i, 1, expected);
	glUniform4uiv(ExpectedUniform_u, 1, (const GLuint *) expected);

	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

	glDisableVertexAttribArray(0);
	glDisableVertexAttribArray(Attr_i);
	glDisableVertexAttribArray(Attr_u);

	p = piglit_probe_pixel_rgba(piglit_width / 2, piglit_height / 2,
				    green);
	if (!p) {
		printf("Test %s[%d] failed\n",
		       piglit_get_gl_enum_name(type), size);
                fflush(stdout);
	}

	piglit_present_results();

	return p;
}
コード例 #11
0
ファイル: shader.cpp プロジェクト: venid/liteng
bool Shader :: setUniformVec<glm::uvec4>(const char *name, const glm::uvec4 &value)
 { int loc = glGetUniformLocation(program, name);
   if(loc < 0) return false;
   glUniform4uiv(loc, 1, glm::value_ptr(value));
   return true;
 }
コード例 #12
0
ファイル: shader.cpp プロジェクト: prototypegames/polymania
void Shader::SetUniform(Int32 loc, const glm::uvec4 &xyzw) {
    glUniform4uiv(loc, 1, glm::value_ptr(xyzw));
}
コード例 #13
0
ファイル: BindUniform.cpp プロジェクト: aweinmann/KoRE
void kore::BindUniform::doExecute(void) const {
  if(!_componentUniform) {
    Log::getInstance()->write("[ERROR] Uniform binding undefined");
    return;
  }

  GLerror::gl_ErrorCheckStart();
  _renderManager->
    useShaderProgram(_shaderUniform->shader->getProgramLocation());

  switch (_componentUniform->type) {
    case GL_FLOAT:
      glUniform1fv(_shaderUniform->location, _componentUniform->size,
                  static_cast<GLfloat*>(_componentUniform->data));
    break;

    case GL_FLOAT_VEC2:
      glUniform2fv(_shaderUniform->location, _componentUniform->size,
                          static_cast<GLfloat*>(_componentUniform->data));
      break;
    case GL_FLOAT_VEC3:
      glUniform3fv(_shaderUniform->location, _componentUniform->size,
                    static_cast<GLfloat*>(_componentUniform->data));
      break;
    case GL_FLOAT_VEC4:
        glUniform4fv(_shaderUniform->location, _componentUniform->size,
                     static_cast<GLfloat*>(_componentUniform->data));
      break;
    case GL_DOUBLE: 
      glUniform1d(_shaderUniform->location,
                  *static_cast<GLdouble*>(_componentUniform->data));
    break;
    case GL_DOUBLE_VEC2: 
      glUniform2dv(_shaderUniform->location, _componentUniform->size,
                  static_cast<GLdouble*>(_componentUniform->data));
    break;
    case GL_DOUBLE_VEC3: 
      glUniform3dv(_shaderUniform->location, _componentUniform->size,
                  static_cast<GLdouble*>(_componentUniform->data));
    break;
    case GL_DOUBLE_VEC4: 
      glUniform4dv(_shaderUniform->location, _componentUniform->size,
                   static_cast<GLdouble*>(_componentUniform->data));
    break;
    case GL_BOOL: 
    case GL_INT: 
      glUniform1i(_shaderUniform->location,
                  *static_cast<GLint*>(_componentUniform->data));
    break;
    case GL_BOOL_VEC2:
    case GL_INT_VEC2: 
      glUniform2iv(_shaderUniform->location, _componentUniform->size,
                   static_cast<GLint*>(_componentUniform->data));
    break;
    case GL_BOOL_VEC3:
    case GL_INT_VEC3: 
      glUniform3iv(_shaderUniform->location, _componentUniform->size,
                    static_cast<GLint*>(_componentUniform->data));
    break;
    case GL_BOOL_VEC4:
    case GL_INT_VEC4:
      glUniform4iv(_shaderUniform->location, _componentUniform->size,
                   static_cast<GLint*>(_componentUniform->data));
    break;
  case GL_UNSIGNED_INT:
      glUniform1ui(_shaderUniform->location,
                  *static_cast<GLuint*>(_componentUniform->data));
  break;
  case GL_UNSIGNED_INT_VEC2:
      glUniform2uiv(_shaderUniform->location, _componentUniform->size,
                   static_cast<GLuint*>(_componentUniform->data));
  break;
  case GL_UNSIGNED_INT_VEC3:
    glUniform3uiv(_shaderUniform->location, _componentUniform->size,
                  static_cast<GLuint*>(_componentUniform->data));
  break;
  case GL_UNSIGNED_INT_VEC4:
    glUniform4uiv(_shaderUniform->location, _componentUniform->size,
                  static_cast<GLuint*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT2:
    glUniformMatrix2fv(_shaderUniform->location, _componentUniform->size,
      GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT3: 
    glUniformMatrix3fv(_shaderUniform->location, _componentUniform->size,
      GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT4:
    glUniformMatrix4fv(_shaderUniform->location, _componentUniform->size,
      GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT2x3: 
    glUniformMatrix2x3fv(_shaderUniform->location, _componentUniform->size,
     GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT2x4: 
     glUniformMatrix2x4fv(_shaderUniform->location, _componentUniform->size,
                          GL_FALSE,
                          static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT3x2: 
    glUniformMatrix3x2fv(_shaderUniform->location, _componentUniform->size,
                          GL_FALSE,
                          static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT3x4: 
    glUniformMatrix3x4fv(_shaderUniform->location, _componentUniform->size,
                     GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT4x2: 
    glUniformMatrix4x2fv(_shaderUniform->location, _componentUniform->size,
                    GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_FLOAT_MAT4x3: 
      glUniformMatrix3x4fv(_shaderUniform->location, _componentUniform->size,
        GL_FALSE, static_cast<GLfloat*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT2: 
    glUniformMatrix2dv(_shaderUniform->location, _componentUniform->size,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT3: 
    glUniformMatrix3dv(_shaderUniform->location, _componentUniform->size,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT4: 
    glUniformMatrix4dv(_shaderUniform->location, _componentUniform->size,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT2x3: 
    glUniformMatrix2x3dv(_shaderUniform->location, _componentUniform->size,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT2x4:
    glUniformMatrix2x4dv(_shaderUniform->location, _componentUniform->size,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT3x2:
    glUniformMatrix3x2dv(_shaderUniform->location, _componentUniform->size,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT3x4:
    glUniformMatrix3x4dv(_shaderUniform->location, _componentUniform->size,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT4x2:
    glUniformMatrix4x2dv(_shaderUniform->location, _componentUniform->size,
      GL_FALSE, static_cast<GLdouble*>(_componentUniform->data));
  break;
  case GL_DOUBLE_MAT4x3:
    glUniformMatrix4x3dv(_shaderUniform->location, _componentUniform->size,
      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);
}
コード例 #14
0
ファイル: gl_state.cpp プロジェクト: caomw/ModelFit
 void GLState::UniformFuncs::glsUniform4uiv(const GLint location, 
   const GLsizei count, const GLuint* value) {
   glUniform4uiv(location, count, value);
   ERROR_CHECK;
 }
コード例 #15
0
ファイル: shader_gl3.cpp プロジェクト: a2flo/a2elight
void shader_gl3::uniform(const char* name, const uint4* arg1, const size_t& count) const {
	A2E_CHECK_UNIFORM_EXISTENCE(name);
	A2E_CHECK_UNIFORM_TYPE(name, GL_UNSIGNED_INT_VEC4);
	glUniform4uiv(A2E_SHADER_GET_UNIFORM_POSITION(name), (GLsizei)count, (GLuint*)arg1);
}
コード例 #16
0
void Z3DShaderProgram::setUniformValueArray(GLint loc, const glm::uvec4 *values, int count)
{
  if (loc != -1) {
    glUniform4uiv(loc, count, &(values[0][0]));
  }
}
コード例 #17
0
void Z3DShaderProgram::setUniformValue(GLint loc, const glm::uvec4 &value)
{
  if (loc != -1) {
    glUniform4uiv(loc, 1, &value[0]);
  }
}
コード例 #18
0
ファイル: shader.c プロジェクト: bsurmanski/clockwork
void shader_set_parameter(shader_t *s, char *nm, void *value, size_t sz)
{
    char buf[64];
    GLint current_program;
    glGetIntegerv(GL_CURRENT_PROGRAM, &current_program);
    glUseProgram(s->program);
    
    int location = glGetUniformLocation(s->program, nm); 
    GLuint index; //Why is there a distinction between location/index?
    glGetUniformIndices(s->program, 1, (const GLchar * const*)&nm, &index);
    if(location < 0 || location == GL_INVALID_INDEX) // ERROR uniform does not exist
    {
        shader_set_block(s, nm, value, sz); // try with uniform block
        goto CLEANUP;
    }

    GLenum type;
    glGetActiveUniform(s->program, index, 0, NULL, NULL, &type, NULL);

    //void (*uniform_func)(GLint loc, GLsizei count, const GLuint *val) = 0;
    switch(type)
    {
        case GL_FLOAT_VEC4:
            glUniform4fv(location, sz/(sizeof(float) * 4), value);
            break;
        case GL_FLOAT_VEC3:
            glUniform3fv(location, sz/(sizeof(float) * 3), value);
            break;
        case GL_FLOAT_VEC2:
            glUniform2fv(location, sz/(sizeof(float) * 2), value);
            break;
        case GL_FLOAT:
            glUniform1fv(location, sz/sizeof(float), value);
            break;
        case GL_INT_VEC4:
            glUniform4iv(location, (sz/sizeof(int) * 4), value);
            break;
        case GL_INT_VEC3:
            glUniform3iv(location, (sz/sizeof(int) * 3), value);
            break;
        case GL_INT_VEC2:
            glUniform2iv(location, (sz/sizeof(int) * 2), value);
            break;
        case GL_INT:
        case GL_BOOL:
        case GL_SAMPLER_2D:
        case GL_SAMPLER_3D:
        case GL_SAMPLER_CUBE:
            glUniform1iv(location, sz/sizeof(int), value);
            break;
        case GL_UNSIGNED_INT_VEC4:
            glUniform4uiv(location, (sz/sizeof(unsigned int) * 4), value);
            break;
        case GL_UNSIGNED_INT_VEC3:
            glUniform3uiv(location, (sz/sizeof(unsigned int) * 3), value);
            break;
        case GL_UNSIGNED_INT_VEC2:
            glUniform2uiv(location, (sz/sizeof(unsigned int) * 2), value);
            break;
        case GL_UNSIGNED_INT:
            glUniform1uiv(location, sz/sizeof(unsigned int), value);
            break;
        case GL_FLOAT_MAT4:
            glUniformMatrix4fv(location, sz/(sizeof(float) * 16), true, value);
            break;
        case GL_FLOAT_MAT3:
            glUniformMatrix3fv(location, sz/(sizeof(float) * 9), true, value);
            break;
        default:
            assert(0 && "invalid parameter type");
    }

CLEANUP:
    glUseProgram(current_program);
}
コード例 #19
0
void UniformImplementation_Legacy::set(const Program * program, const GLint location, const glm::uvec4 & value) const
{
    program->use();
    glUniform4uiv(location, 1, glm::value_ptr(value));
}
コード例 #20
0
ファイル: proto3d.hpp プロジェクト: philix/proto3d
 void operator()(GLint location, GLsizei count, const GLuint *value_ptr) {
   glUniform4uiv(location, count, value_ptr);
 }
コード例 #21
0
ファイル: shader.cpp プロジェクト: venid/liteng
bool Shader :: setUniformVec<glm::uvec4>(int loc, const glm::uvec4 &value)
 { if(loc < 0) return false;
   glUniform4uiv(loc, 1, glm::value_ptr(value));
   return true;
 }
コード例 #22
0
ファイル: fbo-blending.c プロジェクト: blaztinn/piglit
void
piglit_init(int argc, char **argv)
{
	GLuint fbo;
	static const char *vs_source =
		"#version 130\n"
		"void main()\n"
		"{\n"
		"   gl_Position = gl_Vertex;\n"
		"}\n";
	static const char *fs_source =
		"#version 130\n"
		"uniform uvec4 color;\n"
		"out uvec4 result;\n"
		"void main()\n"
		"{\n"
		"   result = color;\n"
		"}\n";
	GLuint fs, vs, prog;
	int f, i;
	enum piglit_result result = PIGLIT_SKIP;
	const struct format_info *test_formats = formats;
	int num_test_formats = ARRAY_SIZE(formats);

	for (i = 1; i < argc; i++) {
		if (strcmp(argv[i], "GL_ARB_texture_rg") == 0) {
			piglit_require_extension(argv[i]);
			test_formats = rg_formats;
			num_test_formats = ARRAY_SIZE(rg_formats);
		} else if (strcmp(argv[i], "GL_ARB_texture_rgb10_a2ui") == 0) {
			piglit_require_extension(argv[i]);
			test_formats = rgb10_formats;
			num_test_formats = ARRAY_SIZE(rgb10_formats);
		} else {
			usage();
			exit(1);
		}
	}

	piglit_require_extension("GL_EXT_texture_integer");
	piglit_require_GLSL_version(130);

	fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source);
	vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source);
	prog = piglit_link_simple_program(vs, fs);
	if (!prog || !fs || !vs)
		piglit_report_result(PIGLIT_FAIL);
	glUseProgram(prog);
	color_loc = glGetUniformLocation(prog, "color");
	glUniform4uiv(color_loc, 1, color);

	glGenFramebuffers(1, &fbo);
	glBindFramebuffer(GL_FRAMEBUFFER, fbo);

	glGenTextures(1, &tex);
	glBindTexture(GL_TEXTURE_2D, tex);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);

	/* Turn on all the knobs (except multisample alpha, which
	 * we'll leave to an EXT_framebuffer_multisample test) that
	 * are supposed to be ignored.
	 */
	glEnable(GL_BLEND);
	glBlendFunc(GL_ZERO, GL_ZERO);

	glEnable(GL_DITHER);

	glEnable(GL_ALPHA_TEST);
	glAlphaFunc(GL_NEVER, 1);

	for (f = 0; f < num_test_formats; f++)
		piglit_merge_result(&result, test_format(&test_formats[f]));

	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	glDeleteFramebuffers(1, &fbo);

	piglit_report_result(result);
}
コード例 #23
0
ファイル: shader.cpp プロジェクト: prototypegames/polymania
void Shader::SetUniform(Int32 loc, const glm::uvec4 *xyzw, UInt32 size) {
    glUniform4uiv(loc, size, (GLuint*)xyzw);
}