mirror of
https://github.com/Ryujinx/Opentk.git
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561 lines
28 KiB
XML
561 lines
28 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
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"http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
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<refentry id="glUniform">
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<refmeta>
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<refentrytitle>glUniform</refentrytitle>
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<manvolnum>3G</manvolnum>
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</refmeta>
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<refnamediv>
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<refdescriptor>glUniform</refdescriptor>
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<refname>glUniform1f</refname>
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<refname>glUniform2f</refname>
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<refname>glUniform3f</refname>
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<refname>glUniform4f</refname>
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<refname>glUniform1i</refname>
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<refname>glUniform2i</refname>
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<refname>glUniform3i</refname>
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<refname>glUniform4i</refname>
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<refname>glUniform1ui</refname>
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<refname>glUniform2ui</refname>
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<refname>glUniform3ui</refname>
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<refname>glUniform4ui</refname>
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<refname>glUniform1fv</refname>
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<refname>glUniform2fv</refname>
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<refname>glUniform3fv</refname>
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<refname>glUniform4fv</refname>
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<refname>glUniform1iv</refname>
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<refname>glUniform2iv</refname>
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<refname>glUniform3iv</refname>
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<refname>glUniform4iv</refname>
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<refname>glUniform1uiv</refname>
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<refname>glUniform2uiv</refname>
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<refname>glUniform3uiv</refname>
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<refname>glUniform4uiv</refname>
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<refname>glUniformMatrix2fv</refname>
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<refname>glUniformMatrix3fv</refname>
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<refname>glUniformMatrix4fv</refname>
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<refname>glUniformMatrix2x3fv</refname>
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<refname>glUniformMatrix3x2fv</refname>
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<refname>glUniformMatrix2x4fv</refname>
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<refname>glUniformMatrix4x2fv</refname>
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<refname>glUniformMatrix3x4fv</refname>
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<refname>glUniformMatrix4x3fv</refname>
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<refpurpose>Specify the value of a uniform variable for the current program object</refpurpose>
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</refnamediv>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glUniform1f</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLfloat <parameter>v0</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform2f</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLfloat <parameter>v0</parameter></paramdef>
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<paramdef>GLfloat <parameter>v1</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform3f</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLfloat <parameter>v0</parameter></paramdef>
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<paramdef>GLfloat <parameter>v1</parameter></paramdef>
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<paramdef>GLfloat <parameter>v2</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform4f</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLfloat <parameter>v0</parameter></paramdef>
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<paramdef>GLfloat <parameter>v1</parameter></paramdef>
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<paramdef>GLfloat <parameter>v2</parameter></paramdef>
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<paramdef>GLfloat <parameter>v3</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform1i</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLint <parameter>v0</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform2i</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLint <parameter>v0</parameter></paramdef>
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<paramdef>GLint <parameter>v1</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform3i</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLint <parameter>v0</parameter></paramdef>
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<paramdef>GLint <parameter>v1</parameter></paramdef>
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<paramdef>GLint <parameter>v2</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform4i</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLint <parameter>v0</parameter></paramdef>
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<paramdef>GLint <parameter>v1</parameter></paramdef>
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<paramdef>GLint <parameter>v2</parameter></paramdef>
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<paramdef>GLint <parameter>v3</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform1ui</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLuint <parameter>v0</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform2ui</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLuint <parameter>v0</parameter></paramdef>
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<paramdef>GLuint <parameter>v1</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform3ui</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLuint <parameter>v0</parameter></paramdef>
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<paramdef>GLuint <parameter>v1</parameter></paramdef>
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<paramdef>GLuint <parameter>v2</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform4ui</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLuint <parameter>v0</parameter></paramdef>
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<paramdef>GLuint <parameter>v1</parameter></paramdef>
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<paramdef>GLuint <parameter>v2</parameter></paramdef>
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<paramdef>GLuint <parameter>v3</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>location</parameter></term>
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<listitem>
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<para>Specifies the location of the uniform variable
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to be modified.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term>
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<parameter>v0</parameter>,
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<parameter>v1</parameter>,
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<parameter>v2</parameter>,
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<parameter>v3</parameter>
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</term>
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<listitem>
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<para>Specifies the new values to be used for the
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specified uniform variable.</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glUniform1fv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform2fv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform3fv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform4fv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform1iv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>const GLint *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform2iv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>const GLint *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform3iv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>const GLint *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform4iv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>const GLint *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform1uiv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>const GLuint *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform2uiv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>const GLuint *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform3uiv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>const GLuint *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniform4uiv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>const GLuint *<parameter>value</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters2"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>location</parameter></term>
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<listitem>
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<para>Specifies the location of the uniform value to
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be modified.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>count</parameter></term>
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<listitem>
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<para>Specifies the number of elements that are to
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be modified. This should be 1 if the targeted
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uniform variable is not an array, and 1 or more if it is
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an array.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>value</parameter></term>
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<listitem>
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<para>Specifies a pointer to an array of
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<parameter>count</parameter> values that will be
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used to update the specified uniform
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variable.</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsynopsisdiv><title>C Specification</title>
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<funcsynopsis>
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<funcprototype>
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<funcdef>void <function>glUniformMatrix2fv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>GLboolean <parameter>transpose</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniformMatrix3fv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>GLboolean <parameter>transpose</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniformMatrix4fv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>GLboolean <parameter>transpose</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniformMatrix2x3fv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>GLboolean <parameter>transpose</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniformMatrix3x2fv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>GLboolean <parameter>transpose</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniformMatrix2x4fv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>GLboolean <parameter>transpose</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniformMatrix4x2fv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>GLboolean <parameter>transpose</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniformMatrix3x4fv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>GLboolean <parameter>transpose</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>value</parameter></paramdef>
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</funcprototype>
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<funcprototype>
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<funcdef>void <function>glUniformMatrix4x3fv</function></funcdef>
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<paramdef>GLint <parameter>location</parameter></paramdef>
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<paramdef>GLsizei <parameter>count</parameter></paramdef>
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<paramdef>GLboolean <parameter>transpose</parameter></paramdef>
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<paramdef>const GLfloat *<parameter>value</parameter></paramdef>
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</funcprototype>
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</funcsynopsis>
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</refsynopsisdiv>
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<refsect1 id="parameters3"><title>Parameters</title>
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<variablelist>
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<varlistentry>
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<term><parameter>location</parameter></term>
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<listitem>
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<para>Specifies the location of the uniform value to
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be modified.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>count</parameter></term>
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<listitem>
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<para>Specifies the number of matrices that are to
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be modified. This should be 1 if the targeted
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uniform variable is not an array of matrices, and 1 or more if it is
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an array of matrices.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>transpose</parameter></term>
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<listitem>
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<para>Specifies whether to transpose the matrix as
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the values are loaded into the uniform
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variable.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><parameter>value</parameter></term>
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<listitem>
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<para>Specifies a pointer to an array of
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<parameter>count</parameter> values that will be
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used to update the specified uniform
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variable.</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</refsect1>
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<refsect1 id="description"><title>Description</title>
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<para><function>glUniform</function> modifies the value of a
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uniform variable or a uniform variable array. The location of
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the uniform variable to be modified is specified by
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<parameter>location</parameter>, which should be a value
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returned by
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<citerefentry><refentrytitle>glGetUniformLocation</refentrytitle></citerefentry>.
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<function>glUniform</function> operates on the program object
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that was made part of current state by calling
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<citerefentry><refentrytitle>glUseProgram</refentrytitle></citerefentry>.</para>
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<para>The commands <function>glUniform{1|2|3|4}{f|i|ui}</function>
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are used to change the value of the uniform variable specified
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by <parameter>location</parameter> using the values passed as
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arguments. The number specified in the command should match the
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number of components in the data type of the specified uniform
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variable (e.g., <function>1</function> for <code>float</code>, <code>int</code>, <code>unsigned int</code>, <code>bool</code>;
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<function>2</function> for <code>vec2</code>, <code>ivec2</code>, <code>uvec2</code>, <code>bvec2</code>, etc.). The suffix
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<function>f</function> indicates that floating-point values are
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being passed; the suffix <function>i</function> indicates that
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integer values are being passed; the suffix <function>ui</function> indicates that
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unsigned integer values are being passed, and this type should also match
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the data type of the specified uniform variable. The
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<function>i</function> variants of this function should be used
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to provide values for uniform variables defined as <code>int</code>, <code>ivec2</code>,
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<code>ivec3</code>, <code>ivec4</code>, or arrays of these. The
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<function>ui</function> variants of this function should be used
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to provide values for uniform variables defined as <code>unsigned int</code>, <code>uvec2</code>,
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<code>uvec3</code>, <code>uvec4</code>, or arrays of these. The <function>f</function>
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variants should be used to provide values for uniform variables
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of type <code>float</code>, <code>vec2</code>, <code>vec3</code>, <code>vec4</code>, or arrays of these. Either the
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<function>i</function>, <function>ui</function> or <function>f</function> variants
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may be used to provide values for uniform variables of type
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<code>bool</code>, <code>bvec2</code>, <code>bvec3</code>, <code>bvec4</code>, or arrays of these. The uniform
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variable will be set to <code>false</code> if the input value is 0 or 0.0f,
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and it will be set to <code>true</code> otherwise.</para>
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<para>All active uniform variables defined in a program object
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are initialized to 0 when the program object is linked
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successfully. They retain the values assigned to them by a call
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to <function>glUniform </function> until the next successful
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link operation occurs on the program object, when they are once
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again initialized to 0.</para>
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<para>The commands <function>glUniform{1|2|3|4}{f|i|ui}v</function>
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can be used to modify a single uniform variable or a uniform
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variable array. These commands pass a count and a pointer to the
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values to be loaded into a uniform variable or a uniform
|
|
variable array. A count of 1 should be used if modifying the
|
|
value of a single uniform variable, and a count of 1 or greater
|
|
can be used to modify an entire array or part of an array. When
|
|
loading <emphasis>n</emphasis> elements starting at an arbitrary
|
|
position <emphasis>m</emphasis> in a uniform variable array,
|
|
elements <emphasis>m</emphasis> + <emphasis>n</emphasis> - 1 in
|
|
the array will be replaced with the new values. If
|
|
<parameter>m</parameter> + <parameter>n</parameter> - 1 is
|
|
larger than the size of the uniform variable array, values for
|
|
all array elements beyond the end of the array will be ignored.
|
|
The number specified in the name of the command indicates the
|
|
number of components for each element in
|
|
<parameter>value</parameter>, and it should match the number of
|
|
components in the data type of the specified uniform variable
|
|
(e.g., <function>1</function> for float, int, bool;
|
|
<function>2</function> for vec2, ivec2, bvec2, etc.). The data
|
|
type specified in the name of the command must match the data
|
|
type for the specified uniform variable as described previously
|
|
for <function>glUniform{1|2|3|4}{f|i|ui}</function>.</para>
|
|
|
|
<para>For uniform variable arrays, each element of the array is
|
|
considered to be of the type indicated in the name of the
|
|
command (e.g., <function>glUniform3f</function> or
|
|
<function>glUniform3fv</function> can be used to load a uniform
|
|
variable array of type vec3). The number of elements of the
|
|
uniform variable array to be modified is specified by
|
|
<parameter>count</parameter></para>
|
|
|
|
<para>The commands
|
|
<function>glUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv</function>
|
|
are used to modify a matrix or an array of matrices. The numbers in the
|
|
command name are interpreted as the dimensionality of the matrix.
|
|
The number <function>2</function> indicates a 2 × 2 matrix
|
|
(i.e., 4 values), the number <function>3</function> indicates a
|
|
3 × 3 matrix (i.e., 9 values), and the number
|
|
<function>4</function> indicates a 4 × 4 matrix (i.e., 16
|
|
values). Non-square matrix dimensionality is explicit, with the first
|
|
number representing the number of columns and the second number
|
|
representing the number of rows. For example,
|
|
<function>2x4</function> indicates a 2 × 4 matrix with 2 columns
|
|
and 4 rows (i.e., 8 values).
|
|
If <parameter>transpose</parameter> is
|
|
<constant>GL_FALSE</constant>, each matrix is assumed to be
|
|
supplied in column major order. If
|
|
<parameter>transpose</parameter> is
|
|
<constant>GL_TRUE</constant>, each matrix is assumed to be
|
|
supplied in row major order. The <parameter>count</parameter>
|
|
argument indicates the number of matrices to be passed. A count
|
|
of 1 should be used if modifying the value of a single matrix,
|
|
and a count greater than 1 can be used to modify an array of
|
|
matrices.</para>
|
|
</refsect1>
|
|
<refsect1 id="notes"><title>Notes</title>
|
|
<para><function>glUniform1i</function> and
|
|
<function>glUniform1iv</function> are the only two functions
|
|
that may be used to load uniform variables defined as sampler
|
|
types. Loading samplers with any other function will result in a
|
|
<constant>GL_INVALID_OPERATION</constant> error.</para>
|
|
|
|
<para>If <parameter>count</parameter> is greater than 1 and the
|
|
indicated uniform variable is not an array, a
|
|
<constant>GL_INVALID_OPERATION</constant> error is generated and the
|
|
specified uniform variable will remain unchanged.</para>
|
|
|
|
<para>Other than the preceding exceptions, if the type and size
|
|
of the uniform variable as defined in the shader do not match
|
|
the type and size specified in the name of the command used to
|
|
load its value, a <constant>GL_INVALID_OPERATION</constant> error will
|
|
be generated and the specified uniform variable will remain
|
|
unchanged.</para>
|
|
|
|
<para>If <parameter>location</parameter> is a value other than
|
|
-1 and it does not represent a valid uniform variable location
|
|
in the current program object, an error will be generated, and
|
|
no changes will be made to the uniform variable storage of the
|
|
current program object. If <parameter>location</parameter> is
|
|
equal to -1, the data passed in will be silently ignored and the
|
|
specified uniform variable will not be changed.</para>
|
|
</refsect1>
|
|
<refsect1 id="errors"><title>Errors</title>
|
|
<para><constant>GL_INVALID_OPERATION</constant> is generated if there
|
|
is no current program object.</para>
|
|
|
|
<para><constant>GL_INVALID_OPERATION</constant> is generated if the
|
|
size of the uniform variable declared in the shader does not
|
|
match the size indicated by the <function>glUniform</function>
|
|
command.</para>
|
|
|
|
<para><constant>GL_INVALID_OPERATION</constant> is generated if one of
|
|
the signed or unsigned integer variants of this function is used to load a uniform
|
|
variable of type <code>float</code>, <code>vec2</code>, <code>vec3</code>, <code>vec4</code>, or an array of these,
|
|
or if one of the floating-point variants of this function is
|
|
used to load a uniform variable of type <code>int</code>, <code>ivec2</code>, <code>ivec3</code>,
|
|
<code>ivec4</code>, <code>unsigned int</code>, <code>uvec2</code>, <code>uvec3</code>,
|
|
<code>uvec4</code>, or an array of these.</para>
|
|
|
|
<para><constant>GL_INVALID_OPERATION</constant> is generated if one of
|
|
the signed integer variants of this function is used to load a uniform
|
|
variable of type <code>unsigned int</code>, <code>uvec2</code>, <code>uvec3</code>,
|
|
<code>uvec4</code>, or an array of these.</para>
|
|
|
|
<para><constant>GL_INVALID_OPERATION</constant> is generated if one of
|
|
the unsigned integer variants of this function is used to load a uniform
|
|
variable of type <code>int</code>, <code>ivec2</code>, <code>ivec3</code>,
|
|
<code>ivec4</code>, or an array of these.</para>
|
|
|
|
<para><constant>GL_INVALID_OPERATION</constant> is generated if
|
|
<parameter>location</parameter> is an invalid uniform location
|
|
for the current program object and
|
|
<parameter>location</parameter> is not equal to -1.</para>
|
|
|
|
<para><constant>GL_INVALID_VALUE</constant> is generated if
|
|
<parameter>count</parameter> is less than 0.</para>
|
|
|
|
<para><constant>GL_INVALID_OPERATION</constant> is generated if
|
|
<parameter>count</parameter> is greater than 1 and the indicated
|
|
uniform variable is not an array variable.</para>
|
|
|
|
<para><constant>GL_INVALID_OPERATION</constant> is generated if a
|
|
sampler is loaded using a command other than
|
|
<function>glUniform1i</function> and
|
|
<function>glUniform1iv</function>.</para>
|
|
|
|
</refsect1>
|
|
<refsect1 id="associatedgets"><title>Associated Gets</title>
|
|
<para><citerefentry><refentrytitle>glGet</refentrytitle></citerefentry>
|
|
with the argument <constant>GL_CURRENT_PROGRAM</constant></para>
|
|
|
|
<para><citerefentry><refentrytitle>glGetActiveUniform</refentrytitle></citerefentry>
|
|
with the handle of a program object and the index of an active uniform variable</para>
|
|
|
|
<para><citerefentry><refentrytitle>glGetUniform</refentrytitle></citerefentry>
|
|
with the handle of a program object and the location of a
|
|
uniform variable</para>
|
|
|
|
<para><citerefentry><refentrytitle>glGetUniformLocation</refentrytitle></citerefentry>
|
|
with the handle of a program object and the name of a uniform
|
|
variable</para>
|
|
</refsect1>
|
|
<refsect1 id="seealso"><title>See Also</title>
|
|
<para><citerefentry><refentrytitle>glLinkProgram</refentrytitle></citerefentry>,
|
|
<citerefentry><refentrytitle>glUseProgram</refentrytitle></citerefentry></para>
|
|
</refsect1>
|
|
<refsect1 id="Copyright"><title>Copyright</title>
|
|
<para>
|
|
Copyright <trademark class="copyright"></trademark> 2003-2005 3Dlabs Inc. Ltd.
|
|
Copyright <trademark class="copyright"></trademark> 2010 Khronos Group.
|
|
This material may be distributed subject to the terms and conditions set forth in
|
|
the Open Publication License, v 1.0, 8 June 1999.
|
|
<ulink url="http://opencontent.org/openpub/">http://opencontent.org/openpub/</ulink>.
|
|
</para>
|
|
</refsect1>
|
|
</refentry>
|