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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
              "http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
<refentry id="glUniform">
    <refmeta>
        <refentrytitle>glUniform</refentrytitle>
        <manvolnum>3G</manvolnum>
    </refmeta>
    <refnamediv>
        <refdescriptor>glUniform</refdescriptor>
        <refname>glUniform1f</refname>
        <refname>glUniform2f</refname>
        <refname>glUniform3f</refname>
        <refname>glUniform4f</refname>
        <refname>glUniform1i</refname>
        <refname>glUniform2i</refname>
        <refname>glUniform3i</refname>
        <refname>glUniform4i</refname>
        <refname>glUniform1fv</refname>
        <refname>glUniform2fv</refname>
        <refname>glUniform3fv</refname>
        <refname>glUniform4fv</refname>
        <refname>glUniform1iv</refname>
        <refname>glUniform2iv</refname>
        <refname>glUniform3iv</refname>
        <refname>glUniform4iv</refname>
        <refname>glUniformMatrix2fv</refname>
        <refname>glUniformMatrix3fv</refname>
        <refname>glUniformMatrix4fv</refname>
        <refname>glUniformMatrix2x3fv</refname>
        <refname>glUniformMatrix3x2fv</refname>
        <refname>glUniformMatrix2x4fv</refname>
        <refname>glUniformMatrix4x2fv</refname>
        <refname>glUniformMatrix3x4fv</refname>
        <refname>glUniformMatrix4x3fv</refname>
        <refpurpose>Specify the value of a uniform variable for the current program object</refpurpose>
    </refnamediv>
    <refsynopsisdiv><title>C Specification</title>
        <funcsynopsis>
            <funcprototype>
                <funcdef>void <function>glUniform1f</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLfloat <parameter>v0</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform2f</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLfloat <parameter>v0</parameter></paramdef>
                <paramdef>GLfloat <parameter>v1</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform3f</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLfloat <parameter>v0</parameter></paramdef>
                <paramdef>GLfloat <parameter>v1</parameter></paramdef>
                <paramdef>GLfloat <parameter>v2</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform4f</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLfloat <parameter>v0</parameter></paramdef>
                <paramdef>GLfloat <parameter>v1</parameter></paramdef>
                <paramdef>GLfloat <parameter>v2</parameter></paramdef>
                <paramdef>GLfloat <parameter>v3</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform1i</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLint <parameter>v0</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform2i</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLint <parameter>v0</parameter></paramdef>
                <paramdef>GLint <parameter>v1</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform3i</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLint <parameter>v0</parameter></paramdef>
                <paramdef>GLint <parameter>v1</parameter></paramdef>
                <paramdef>GLint <parameter>v2</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform4i</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLint <parameter>v0</parameter></paramdef>
                <paramdef>GLint <parameter>v1</parameter></paramdef>
                <paramdef>GLint <parameter>v2</parameter></paramdef>
                <paramdef>GLint <parameter>v3</parameter></paramdef>
            </funcprototype>
        </funcsynopsis>
    </refsynopsisdiv>
    <refsect1 id="parameters"><title>Parameters</title>
        <variablelist>
            <varlistentry>
                <term><parameter>location</parameter></term>
                <listitem>
                    <para>Specifies the location of the uniform variable
                    to be modified.</para>
                </listitem>
            </varlistentry>
            <varlistentry>
                <term>
                    <parameter>v0</parameter>,
                    <parameter>v1</parameter>,
                    <parameter>v2</parameter>,
                    <parameter>v3</parameter>
                </term>
                <listitem>
                    <para>Specifies the new values to be used for the
                    specified uniform variable.</para>
                </listitem>
            </varlistentry>
        </variablelist>
    </refsect1>
    <refsynopsisdiv><title>C Specification</title>
        <funcsynopsis>
            <funcprototype>
                <funcdef>void <function>glUniform1fv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform2fv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform3fv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform4fv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform1iv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>const GLint *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform2iv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>const GLint *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform3iv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>const GLint *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniform4iv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>const GLint *<parameter>value</parameter></paramdef>
            </funcprototype>
        </funcsynopsis>
    </refsynopsisdiv>
    <refsect1 id="parameters2"><title>Parameters</title>
        <variablelist>
            <varlistentry>
                <term><parameter>location</parameter></term>
                <listitem>
                    <para>Specifies the location of the uniform value to
                    be modified.</para>
                </listitem>
            </varlistentry>
            <varlistentry>
                <term><parameter>count</parameter></term>
                <listitem>
                    <para>Specifies the number of elements that are to
                    be modified. This should be 1 if the targeted
                    uniform variable is not an array, and 1 or more if it is
                    an array.</para>
                </listitem>
            </varlistentry>
            <varlistentry>
                <term><parameter>value</parameter></term>
                <listitem>
                    <para>Specifies a pointer to an array of
                    <parameter>count</parameter> values that will be
                    used to update the specified uniform
                    variable.</para>
                </listitem>
            </varlistentry>
        </variablelist>
    </refsect1>
    <refsynopsisdiv><title>C Specification</title>
        <funcsynopsis>
            <funcprototype>
                <funcdef>void <function>glUniformMatrix2fv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
                <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniformMatrix3fv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
                <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniformMatrix4fv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
                <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniformMatrix2x3fv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
                <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniformMatrix3x2fv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
                <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniformMatrix2x4fv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
                <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniformMatrix4x2fv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
                <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniformMatrix3x4fv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
                <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glUniformMatrix4x3fv</function></funcdef>
                <paramdef>GLint <parameter>location</parameter></paramdef>
                <paramdef>GLsizei <parameter>count</parameter></paramdef>
                <paramdef>GLboolean <parameter>transpose</parameter></paramdef>
                <paramdef>const GLfloat *<parameter>value</parameter></paramdef>
            </funcprototype>
        </funcsynopsis>
    </refsynopsisdiv>
    <refsect1 id="parameters3"><title>Parameters</title>
        <variablelist>
            <varlistentry>
                <term><parameter>location</parameter></term>
                <listitem>
                    <para>Specifies the location of the uniform value to
                    be modified.</para>
                </listitem>
            </varlistentry>
            <varlistentry>
                <term><parameter>count</parameter></term>
                <listitem>
                    <para>Specifies the number of matrices that are to
                    be modified. This should be 1 if the targeted
                    uniform variable is not an array of matrices, and 1 or more if it is
                    an array of matrices.</para>
                </listitem>
            </varlistentry>
            <varlistentry>
                <term><parameter>transpose</parameter></term>
                <listitem>
                    <para>Specifies whether to transpose the matrix as
                    the values are loaded into the uniform
                    variable.</para>
                </listitem>
            </varlistentry>
            <varlistentry>
                <term><parameter>value</parameter></term>
                <listitem>
                    <para>Specifies a pointer to an array of
                    <parameter>count</parameter> values that will be
                    used to update the specified uniform
                    variable.</para>
                </listitem>
            </varlistentry>
        </variablelist>
    </refsect1>
    <refsect1 id="description"><title>Description</title>
        <para><function>glUniform</function> modifies the value of a
        uniform variable or a uniform variable array. The location of
        the uniform variable to be modified is specified by
        <parameter>location</parameter>, which should be a value
        returned by
        <citerefentry><refentrytitle>glGetUniformLocation</refentrytitle></citerefentry>.
        <function>glUniform</function> operates on the program object
        that was made part of current state by calling
        <citerefentry><refentrytitle>glUseProgram</refentrytitle></citerefentry>.</para>

        <para>The commands <function>glUniform{1|2|3|4}{f|i}</function>
        are used to change the value of the uniform variable specified
        by <parameter>location</parameter> using the values passed as
        arguments. The number specified in the command 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 suffix
        <function>f</function> indicates that floating-point values are
        being passed; the suffix <function>i</function> indicates that
        integer values are being passed, and this type should also match
        the data type of the specified uniform variable. The
        <function>i</function> variants of this function should be used
        to provide values for uniform variables defined as int, ivec2,
        ivec3, ivec4, or arrays of these. The <function>f</function>
        variants should be used to provide values for uniform variables
        of type float, vec2, vec3, vec4, or arrays of these. Either the
        <function>i</function> or the <function>f</function> variants
        may be used to provide values for uniform variables of type
        bool, bvec2, bvec3, bvec4, or arrays of these. The uniform
        variable will be set to false if the input value is 0 or 0.0f,
        and it will be set to true otherwise.</para>

        <para>All active uniform variables defined in a program object
        are initialized to 0 when the program object is linked
        successfully. They retain the values assigned to them by a call
        to <function>glUniform </function> until the next successful
        link operation occurs on the program object, when they are once
        again initialized to 0.</para>

        <para>The commands <function>glUniform{1|2|3|4}{f|i}v</function>
        can be used to modify a single uniform variable or a uniform
        variable array. These commands pass a count and a pointer to the
        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}</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 &#215; 2 matrix
        (i.e., 4 values), the number <function>3</function> indicates a
        3 &#215; 3 matrix (i.e., 9 values), and the number
        <function>4</function> indicates a 4 &#215; 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 &#215; 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>glUniform</function> is available only if the GL
        version is 2.0 or greater.</para>

        <para><function>glUniformMatrix{2x3|3x2|2x4|4x2|3x4|4x3}fv</function>
        is available only if the GL version is 2.1 or greater.</para>

        <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 integer variants of this function is used to load a uniform
        variable of type float, vec2, vec3, vec4, 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 int, ivec2, ivec3, or
        ivec4, 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>

        <para><constant>GL_INVALID_OPERATION</constant> is generated if
        <function>glUniform</function> is executed between the execution
        of
        <citerefentry><refentrytitle>glBegin</refentrytitle></citerefentry>
        and the corresponding execution of
        <citerefentry><refentrytitle>glEnd</refentrytitle></citerefentry>.</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.
            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>